🕳 ..sadly there is too much stuff to missing in Modo Octane plugin to replicate this in there :(
@ThingaMagid4 сағат бұрын
is this the workflow for making seperate render layers for compositing? I am trying to figure out the best way to render a scene with each layer (foreground, background, smoke, debris etc), as seperate layers for comping and complete control over individual layer. I thought it would be cryptomattes
@ThingaMagid3 сағат бұрын
following up, how would you set up rendering different layers in one go? like one render queue, do you have to render each layer seperately?
@0zaidi7 сағат бұрын
WOW! I didn't know this was in octane! Thank you for sharing that with us, my mind went to immediately using the c4d fields as gizmos for the octane fields to visualize them better. The sdf stuff is super cool i can see simulations and displacements that could take advantage of that, say chocolate chips falling onto cookie dough and produce or dents? But I need to play around with that for sure, I wonder if there's a cashing system for that too, not for frame replacements but like stacking things to create wet maps and such (something akin to the echo effect in Ae), I'll try to play with it over the weekend and see what workarounds I might find. 🙌 Super cool stuff as always! Hope your week is starting great, and wish you a fun rest of the day 🌟
@0zaidi7 сағат бұрын
Hello Raph, aahh this brings back memories of playing Commandos 1 and 2, and nice detail with the 📺 stand rotation (those were hard to adjust but stayed in place forever almost) I remember there was a method where you could have the individual subpixels illuminate entirely so you avoid the some being half on, ben Marriot has something similar in After Effects, which might be worth the try, but in all honesty, I like your method better since it's faster and well optimized and simple enough while maintaining a realistic look. 🌟 The ray switch node came out of left field haha very useful, I always had to do that in post, export a custom texture use it as a mask, and underexpose that section (can get pretty complex super quick when reflections/refractions are involved) Also cool sound effects on the rotating SLV logo, haha i just noticed it, and was a nice surprise! Off to yesterday's video haha, Cheers! PS: I didn't know the monitor had two different roughnesses 👀
@arenasvfx8 сағат бұрын
Another great tutorial 🕳
@dermotfaloon_streetmonkey12 сағат бұрын
Excellent info. Never knew. Thanks. Must try some creeping displacement/normal hacks to see if it works 🕳
@OfirGardy13 сағат бұрын
Haaa... the good old Null-linked field 🙂 that unfortunately we cannot do in 3dsmax. Such a great feature. such a pity we cannot 😞 I wish there was a workaround for us users.
@SilverwingVFX13 сағат бұрын
Hey there Orif and thank you very much for your comment! Oh man, sorry to hear that. In Blender the workflow is that you have to create a object node. In the object node you can link an object. Then you can pipe the transform from the linked object to either the Filed itself or to a XYZ to UVW Projection node. Mayne it is similar in 3Ds?
@blazquez198715 сағат бұрын
A suggestion for a future video, ways to use User Data with Octane. Thank you for the great tutorials!
@SilverwingVFX14 сағат бұрын
Thank you very much for your comment and your suggestion. Octane unfortunately is rather limited in that regard, you have to use some workarounds. It's definitely an interesting idea!
@samoxinvik15 сағат бұрын
🕳 Thanks for the great video. I'd love to know how to tie the field transformation to the pacifier in blender. That I could control it more intuitively.
@SilverwingVFX15 сағат бұрын
Thank you very much for your comment! In Blender it's even more easy actually. If you have created your field node, you will notice it has a "UVW Transform" input. Create a "Object Data" node and connect the "Transform Out" of the "Object Data" to the "UVW Transform" input of the Field node. Last but not least in the Object Data Node, select your Gizmo e.g. a Empty. And there you go. it should now follow the position / rotation of your selected Empty. Unfortunately for Shape Fields I did not find a way to extend the calculated voxels, so the effect on the objects is rather limited and close by. I initially wanted to make a Blender part in the video. But needed to long for the rest of the video so I went out of time 😬
@samoxinvik4 сағат бұрын
Thank you so much for your detailed response. And thank you for taking the time to record new videos for us. Thanks to them, we save a lot of time. And taking our CG to the next level.
@danats305316 сағат бұрын
Max now doing OCIO as default this was very helpful even just in terms of where to put the node - thanks! Also, very beatuiful render and comp as example!
@SilverwingVFX15 сағат бұрын
Thank you very much for your comment and your kind words. Great to hear that this workflow overview helped you 🙌 Also nice to hear that you like the render ✨🙌
@schemogroby18 сағат бұрын
🕳
@SilverwingVFX17 сағат бұрын
Yaaaay! Thank you ✨🕳️✨
@Clemyfourtwenty22 сағат бұрын
Interesting...I wonder if I can animate lights with this.
@SilverwingVFX18 сағат бұрын
Hey there and thank you for your comment and your interesting Idea! It should be possible to manipulate lights with it, e.g. change brightness / color with distance for example (with a spherical falloff) but possibly also direct lighting more with the angular map. Interesting Idea, worth pursuing!
@ForgingMind23 сағат бұрын
Thank you again from Australia! Btw, I just became a Patreon… at last 😊 appreciate all that you do.
@SilverwingVFX18 сағат бұрын
Ohhhh, thank you so much for your nice comment and also of course for becoming a patreon and therefore supporting me. I hugely appreciate it. I usually respond to all my Patreons. I have not come around to you yet 😇
@yassinrupp146Күн бұрын
🕳like it! 🕳
@SilverwingVFX18 сағат бұрын
Ohhh, thank you very much. Appreciated. And thank you for the ✨🕳️✨
@NastEditsКүн бұрын
thank you bro
@SilverwingVFX18 сағат бұрын
You are very welcome!
@addol95Күн бұрын
There is a way to get smooth vertex fields in octane regardless of mesh resolution. (In fact it's almost always needed since octane always has sharp interpolation and will look bad by default) You use the intended vertex blur method. Set one vertex map which is your base map (A). Then make another map (B) and drag map A into it as a source. Change the interpretation of the source (don't remember which one) and map B will now output a smooth vertex map. There is an official maxon tutorial on this, just search for vertex map blurring on KZbin.
@stilfuchs8031Күн бұрын
🕳️
@SilverwingVFXКүн бұрын
Thank youuuu ✨🕳✨
@zetadesigns1843Күн бұрын
🕳
@SilverwingVFXКүн бұрын
Yaaaas, thank you very much ✨🕳✨
@kshoenКүн бұрын
🕳
@SilverwingVFXКүн бұрын
Ha ha nice, this is what I am talking about ✨🕳✨
@AshleyGloverКүн бұрын
Always found fields in Octane very limiting due to poor documentation. Thank you for great explorations.
@SilverwingVFXКүн бұрын
Very true. It also took a while for me until I picked them up. The plan is it to slowly uncover all the hidden gems of Octane and see how good they work out 🙌
@jianleli9599Күн бұрын
nice tut!
@SilverwingVFXКүн бұрын
Thank you very much. Great to hear you liked it!
@EmentКүн бұрын
Piping a Falloff map into the angle can be handy!
@SilverwingVFX18 сағат бұрын
Thank you for your comment! Hmmm. I am not sure if I understand. Could you elaborate on that?
@Ement17 сағат бұрын
@@SilverwingVFX The angle input expects a float value, and the falloff node produces a float gradient from 0-1. Leaving the falloff node as default in terms of camera ray settings (so the falloff changes by camera perspective/transform and not object transform) and clamping the values to whatever is needed, can be super useful in creating effects that Octane typically struggles with like complex micro details. Suppper thin micro scratches has been the number one thing that took my car materials to the next level (I only know of maybe 3 people doing micro scratches on car pain clear coats), and when looking into them, I noticed that when walking around cars in real life, the scratches seem to orient their light in an anisotropic-way, and this effect can be enhanced/made more obvious through normal maps. Using the camera falloff as the angle to the normal, can get the deep, spectral look of the complex micro scratches that all cars have! As the camera rotates, the normals do as well and bounce the light differently from any perspective. Useful in very small amounts, as is the whole micro scratches effect. I would dive into if you get the chance! Google ‘Car paint micro scratches’ or ‘Webbing scratches on car paint’, and you’ll notice how pretty the real effect is. Super long message but I had some free time :))
@AndrewTsymbalКүн бұрын
Thanks for the great tutorial!
@SilverwingVFXКүн бұрын
And thank you for your comment. I really appreciate you like it 🙏✨
@TheSchpuntovКүн бұрын
Hi bro! In the octane cinema viewport, the image is in color and scale is it different from the final render? I set up the imager, but it didn't work, no matter how I set it up, the image on the final render is lighter by several tones
@SilverwingVFXКүн бұрын
Hey there and thank you very much for your comment and your question. To be able to answer your question could you let me know what workflow you are engaged in. EXR linear sRGB, EXR ACEScg, tonamepped ACES etc. It's really essential to know that, to give detailed feedback ✨
@TheSchpuntov20 сағат бұрын
@@SilverwingVFX Thanks for answering, I figured it out, turned on linear, rgb in the octane settings and everything worked
@SilverwingVFX18 сағат бұрын
@@TheSchpuntov Ah fantastic! Great to hear you figured it out 🙌
@khellstr2 күн бұрын
🗿I didn't know I about the community. Process is the main point for me. But I don't mind if there would be more nice scenes :) Maybe you could run a community project or contest for the scene :)
@SilverwingVFX2 күн бұрын
Hey there and thank you for your nice comment. Glad to see you know about the community now ha ha. And yeah. Some community event might be a good idea. I am quite busy at the moment, that would have to wait for a bit. But maybe if I have some more time at hand! Cheers and a great rest of the weekend to you!
@ShinobuFX2 күн бұрын
Thank you so much! Very informative
@SilverwingVFX2 күн бұрын
And thank you for your nice comment, I really appreciate it!
@AlexMakashvili3 күн бұрын
thanks raphael top stuff as always
@SilverwingVFXКүн бұрын
Thank you so much Alex. Much appreciated!
@Antoka_fr4 күн бұрын
I carrefully followed this very useful tutorial, but I'm struggling with the ray switch node: nothing for me happen when I apply it like you said in the video. What do I miss in my comp/settings ? Can you help me please ?
@SilverwingVFX4 күн бұрын
Hey hey. Hmmm, it should do something. Hard to say what's happening for you. The only thing I can think of is if you have your screen realistically behind a real glass plane. Then the rays you see are not camera rays but refraction rays. If you don't get there and the suggestion of mine is not it, then you can send me your scene via email. You can find my contact data on my webpage.
@sikliztailbunch5 күн бұрын
adding second order spectrum is really easy on this. Nice setup. The best I have come across so far. Cinema 4D´s physical renderer allows for individual normal maps per reflection layer as well. This should be adaptable with some tinkering
@javiergbianchi5 күн бұрын
The ray switch nodee mannn! awsome!!
@SilverwingVFXКүн бұрын
Thank you very much for your comment! Yea the RaySwitch is pretty awesome and rather versatile ✨
@fuckinyutub5 күн бұрын
Amazing tut mate! Would you consider to make tutorial about how to do opal or moonstone?
@NastEdits6 күн бұрын
❤
@SilverwingVFXКүн бұрын
🙏❤🙏
@Rayko-GFX6 күн бұрын
🎄
@SilverwingVFXКүн бұрын
Ha ha ha, in the midst of the heatwave you have to post Christmas trees. But I definitely appreciate it ✨🎄✨
@Rayko-GFXКүн бұрын
@@SilverwingVFX It just took me so long to watch your video. 🌨☃
@arenasvfx6 күн бұрын
Amazing like always 📺
@SilverwingVFXКүн бұрын
Thank you so very much and yaaay ✨📺✨
@marvelousdecay6 күн бұрын
that is one great looking screen! Congrats!
@SilverwingVFXКүн бұрын
Ohhhh, thank you very much Dimitris. Also very nice seeing you here 🙏✨
@FabioSai7 күн бұрын
amazing!!!
@SilverwingVFX7 күн бұрын
Thank you very much 🙏🙏🙏
@MrBrainsquash7 күн бұрын
So cool, thanks for sharing this, a lot of aha's here! Also love the new chapters separating Arpeggio.
@SilverwingVFX6 күн бұрын
Thank you so much. Great to read all that positive feedback. Screen shading seems to be on the list of a lot of people! Also great to hear you like the separator audio. I did not know about the word "Arpeggio". So you thought me something today 🙌 My "aha" moment so to speak 😄
@goodzy1047 күн бұрын
I'm still waiting for the toon shader to be made usable in octane
@SilverwingVFX6 күн бұрын
Yeah, I feel you. It seems Otoy moved their development resources away from that somehow. Fingers crossed it it gets some love!
@serialvision7 күн бұрын
great tutroial !
@SilverwingVFX6 күн бұрын
Thank you very much 🙌🙏✨
@itsrabar7 күн бұрын
How I can increase the amount of GI depth or bounce in Octane Cinema 4D?
@SilverwingVFX6 күн бұрын
Hey hey. Thank you for your comment and your question. It's called Diffuse Depth. You have to make sure you are either using GI mode in your Direct Lighting or are using the Path Tracing, Photon Tracing or PMC Kernel. The most universal applied kernel is Path Tracing. Usually the Preset is already pretty high with 16 bounces! Hope this helped. If you have more questions, feel free to ask 🙌
@itsrabar6 күн бұрын
@@SilverwingVFX thank you
@samoxinvik7 күн бұрын
Ray switch node is super useful and I'm glad I now know how to use it. 💡
@samoxinvik7 күн бұрын
📺Thanks for another great video. As always, I learned something new and can't wait to use it on my next GC. [ 📺*🟥*🟩*🟦= ]
@SilverwingVFX7 күн бұрын
Thank youuu ✨📺✨ Super awesome to hear that. Also love those RGB emoticons 🙌 ✨✨
@andrearusky7 күн бұрын
that ray switch at the end is kind complicated.. coming from redshift especially, where these things are easier to control
@SilverwingVFX7 күн бұрын
Thank you for your comment. Every renderer has its advantages and disadvantages. In Some RS shines in other Octane does. You got me interested how you would do it in RS? Wouldn't you need to create an Area Light first, set its area shape to Mesh and then drag in the screen-mesh in there to make it a light source first to get access to the contribution sliders? And then you'd loose the other attributes of the material as the diffuse and the reflections. Maybe I am thinking over complicated here though 😇
@andrearusky4 күн бұрын
@@SilverwingVFX I think I would make a duplicate of the screen object, and assign a new material with the emission cracked up a lot, and then with the redshift tag on this object I can disable primary rays, receive shadows and so on.. so that we should only see the GI generated by this hidden object. But I'm sure your techniques are more polished ! Cheers man!!
@SilverwingVFX4 күн бұрын
@@andrearusky Thank you very much for taking the time to answer. The funny thing is, that in my original Project, where I built Up my old PC, this was the way I did it 🙌 So I would call it a totally useable solution ✅ Not sure if my method is more polished or just more nerdy ha ha. Cheers and a fantastic rest of the week to you ✨
@BongbokCG7 күн бұрын
Wow, Great Tuts. Thanks💙
@SilverwingVFX7 күн бұрын
Great to hear that. Thank you very much 🙌
@YellowNotThe8 күн бұрын
this is so helpful you don't even understand, tysm
@SilverwingVFX7 күн бұрын
Oh wow. Thanks. Highly appreciated 🙌✨
@stilfuchs80318 күн бұрын
📺🟥🟩🟦📺
@SilverwingVFX7 күн бұрын
Ha, super nice. Love the interpretation ✨📺🟥🟩🟦📺✨
@yassinrupp1468 күн бұрын
super duper tut, thanks man! and i also really like the new piano roll as a transition 📺
@SilverwingVFX7 күн бұрын
Thank you so much Yassin. Always appreciate your comments. And yeah. I have been working with Lukas again. He composed those. I like them quite a lot my self. And thank you very much for the ✨📺✨
@JMach42178 күн бұрын
The ray switch node is a game changer!
@SilverwingVFX7 күн бұрын
🙌 It has so many use cases. A lot of times, when all other methods fail!
@BlauwFilms8 күн бұрын
Amazingly simple tips and tricks man Great tutorial :)
@SilverwingVFX7 күн бұрын
Thank you. I hope those tips were not too simple ha ha 😇
@BlauwFilms7 күн бұрын
@@SilverwingVFX hahah just complicated enough!
@SilverwingVFX7 күн бұрын
@@BlauwFilms Ha ha ha, well said. I am relieved 😎
@joemoak8 күн бұрын
Great tutorial as always. I dig the noise and ray switch bonus tips, too.
@SilverwingVFX7 күн бұрын
Hey Joe, thank you so much for your comment. And yeha, the rayswitch is kind of a magic box. Very versatile in application!