Please don't stop doing those! I though I knew a lot about the inner workings of Octane, but every time you upload it gets clearer and clearer. Many thanks
@SilverwingVFX2 жыл бұрын
Hey thanks. Glad you like the content and you could take away something. I will keep on going as long as I have time!
@intruderstudio47032 жыл бұрын
You are gold! Otoy should be paying to for all the detail work that you are putting on this videos. Thank you !
@DomZeal Жыл бұрын
This is the single best explanation on Ray epsilon. I'm glad this channel exists.
@zFung-ij8yu2 жыл бұрын
This video helped me to understand a lot of rendering problems I encountered before.
@impylse2 жыл бұрын
Wow. I've always wondered how exactly it works, thanks!
@tobiasgalle23502 жыл бұрын
Animating the ray epsilon in the overwrite kernel settings is such a good tip!!!
@adamzen39052 жыл бұрын
Incredible! I feel liberated because I'm not confused by this setting anymore. You've explained it perfectly, told us what it does, how to use it to solve problems, issues that might arise, and the solutions. Please don't stop making these quick tips!
@SilverwingVFX2 жыл бұрын
Oh man this is so nice to hear. Awesome and thank you very much for your kind words!
@ColossusSvk2 жыл бұрын
Such a great tutorial. Amount of information from both theory and practice in less than 12 minutes is amazing. You just got yourself a subscriber. Thank you.
@SilverwingVFX2 жыл бұрын
Thank you very much. Appreciate that you like my content!
@yoannjegoux2 жыл бұрын
this format is perfect Raph. Thanks a lot for these explanations.
@fernandolardizabal4582 жыл бұрын
Thanks, Rapahel! The charts really help better understand how this parameter works! Keep bringing videos on!
@SilverwingVFX2 жыл бұрын
Thank you. Great to hear your positive feedback!
@perryharovas2 жыл бұрын
I have been using Octane for a long time now, and yet this is like you have opened up another world to me that I didn't know existed. Your videos are incredibly useful, well done and perfectly precise (and never run too long, no matter how long they are). I can't wait for the next Quick Tip, and I am always hoping it will be a Not-So-Quick Tip!
@SilverwingVFX2 жыл бұрын
Thank you very much. I am glad that you could take away some things from this video and of course that you like the content in general! "I am always hoping it will be a Not-So-Quick Tip!" Ha ha ha. Yeah I have a couple of those longer ones on the list. So there are definitely some more like 20min videos. Though I think that I will stick to shorter one in the next weeks... but lets see! Cheers and a great week to you!
@AsirisC Жыл бұрын
This is great knowledge. This should have been a part of official Octane docs.
@SilverwingVFX Жыл бұрын
Thank you. Much appreciated!
@yassinedjebbari48192 жыл бұрын
THIS IS GOLD !! Thank you so so much ! Never heard about this before !
@SilverwingVFX2 жыл бұрын
Thank you. Great to hear it was useful to you ☺
@eddierobbertse8957 Жыл бұрын
Wow, great info! Thank you!
@SilverwingVFX Жыл бұрын
Thank you very much. Appreciate that you liked it and find the Info useful 🙌
@mikebdaniels2 жыл бұрын
love the content - keep it coming! thank you!
@zotake Жыл бұрын
Wow! I didn't know about it. Thank you again!
@SilverwingVFX Жыл бұрын
Happy to be of help!
@imakegreateggs2 жыл бұрын
Once you understand something, you never forget it.
@SilverwingVFX2 жыл бұрын
Nice. I will remember that saying!
@random_capybara2 жыл бұрын
You are the best, like always!
@adventurefilms Жыл бұрын
Thank you for the video, I still don't fully understand it, but now I know to try and make some changes. What graphic are you using for your floor size mat?
@SilverwingVFX Жыл бұрын
Hey there and thank you very much for your comment. Sorry if I did not do a good job to explain the problem. About the background. You can download it from my google drive. It is a darker version there, but you can tweak it to your liking. I linked it in the description.
@adventurefilms Жыл бұрын
@@SilverwingVFX it wasn't that you didn't do a good job of explaining it, I just lack the vocabulary to understand what some of those render and math terms mean, but I'll be watching it again
@3dvfxprofessor2 жыл бұрын
Very well explained. Never heard about this term. How do the other renderers solve this? Just curious.
@SilverwingVFX2 жыл бұрын
Hey there and thank you very much. Nice seeing you watching my tuts 🙂 Its called Rays Bias in some other engines like Vray. To my knowledge a lot of CPU Engines do not have it because they work in double precision which usually is more then enough for any reasonable scale. But I would have to research how engines like Redshift or Cycles are dealing with it. Usually GPU engines are single precision because the consumer GPUs are far faster calculating single precision floats then double precision.
@dermotfaloon_streetmonkey2 жыл бұрын
wonderful info as always. Never fully understood what this was. Maybe a tut on 'stickers' as the Redshift now supports stacked materials in C4D and in Octane there are a variety of ways of doing this, my preference is camera mapping. Its also a little confusing in Octane and it took me a while to get my head around it.
@MotionPunk2 жыл бұрын
legend!
@Josekrlos2 жыл бұрын
Thank you Master!! 🔥
@SilverwingVFX2 жыл бұрын
You very welcome!
@oursonwelles2 жыл бұрын
Thank you for explaining well what's going on with this very obscure slider! Are you going to update your video on the ACES workflow in Octane now that C4D 2023 has ACES, or maybe you are going to wait until Adobe releases the new version of Ae with ACES color management?
@SilverwingVFX2 жыл бұрын
Thank you very much. To be honest with ACEs, there is no difference with the workflow besides that you would see the Picture Viewer rendering correctly now. As you said, I probably will make a new tut when AE finally supports ACES natively.
@bloritz2 жыл бұрын
Thank you!!
@TodRyan20102 жыл бұрын
I'm familiar with all of the 3rd party renderers, and I used Octane for about a year a few years back--why is it that only Octane relies on adjusting ray epsilon? I don't recall Arnold, Vray, Corona or Redshift having this setting, or at least needing to adjust it. Maybe I'm missing something... Thanks.
@SilverwingVFX2 жыл бұрын
Hi there. Most of the CPU-Renderers are using "Double Precision" with a 64 bit register per value. Therefore the precision range is far larger. But even there some renderers have this setting. In Vray its called "Secondary Rays Bias". Also other GPU renderers as ProRender have a Ray Epsilon. Not sure how other GPU renderers as Cycles deal with it. Maybe it´s somehow automatable?! As far as I know Double Precision would also work for GPU rendering but RTX GPUs would be slower as they excel at Single Precision calculations. So might be that e.g. Arnold GPU is using Double Precision for GPU as well but therefore sacrifices some performance. All speculation though.
@CharlesLijt2 жыл бұрын
Thank you sooo much Silverwing! If you feel free, could you please publish a tutorial on How to produce a "seamless" procedual Bump texture for any material in Octane? Emphasis on Seamless. I can always find a seam especially in bump maps texture. I know Triplannar node works, but the pattern must be transform into extremely small scale like 0.0002 in xyz in order to look natural, then I can see clear repeatative pattern thats a no go, then I have to use break it apart a bit. Is there a better approach tackling this problem? Thank you so much for your time and ur kind tutorial. It has been always helpful since 5 years ago
@SilverwingVFX2 жыл бұрын
Hey there. First of thank you very much for your kind words. About your "Tiling" problem. If I understand it right I think what you need is almost impossible to produce. Something that works in a small scale as well as in a big scale... So if you make any tileable texture small enough you will see its repetition. In this case repetition would not be a sign of a bad tileable map but just showing up because of the small map and the therefore occurring many repetitions. I think you already hint at a possible solution in your comment. I usually mix different map sizes together or use a noise as mix amount to break up the pattern. This of course is more tedious then having just one texture. P.s. depending on the pattern it can be really seamless. Something like a bumpy plastic surface for example usually has a very unifom and very similar pattern so one would not notice tiling. Hopefully this helps a bit. Maybe I will make a tut about dealing with texture resolution etc. Cheers and a great week to you!
@CharlesLijt2 жыл бұрын
@@SilverwingVFX Great week to you my kind sir!! Thank you for ur detailed explanation! Yeah maybe there isnt a one-stop way so far to do it now haha thank you for ur information so much!!! God bless!
@railroadcrossingfumikirian99812 жыл бұрын
handy for resetuping s or creating karaoke tracks. Thanks for the recomndation!
@userinfo31192 жыл бұрын
This is great
@walissime2 жыл бұрын
Many thanks !!!
@SilverwingVFX2 жыл бұрын
You very welcome!
@Eldy_Brant2 жыл бұрын
you are the best. :) i wish octane would let us split the ray epsilon to groups, my idea is to develop a new epsilon system that combine ray absilon groups, that could be set up in the octane tag. each different group will have a different ray absilon values. one value for the close charecter(group1), and one for the large landscape (group 2). like - light leaks. what do you think of that? is it possible?
@SilverwingVFX2 жыл бұрын
Hey there. Thank you very much for your comment! Yeah that would be a good idea. I guess for the developers there is always a balance to keep the renderer fast and performant and as low memory as possible while introducing new features. An even better idea would be to bind that ray epsilon to the camera ray distance. So it would adjust automatically based in the object distance. And even adjusts within the same object when it is near and far at the same time. e.g. landscape base. But since I am neither a developer nor a programmer I have no idea if something like this would be even doable.
@master-yq7qf2 жыл бұрын
has anyone ever co up with such a good lody, and forget it seconds later
@fliceedits36962 жыл бұрын
witch is insightful. But u broke it down in simple man's terms. I can't wait to ss around with what you taught and see the different
@junibz2 жыл бұрын
"Lets slow down and take one step at a ti"
@entonbabameto63352 жыл бұрын
17 minutes than i've seen in years.
@akay58632 жыл бұрын
wait how did you get there mine doesn't look like that what
@adreanlagnason35122 жыл бұрын
Nice tutorial, could you please teach how to remove softs from a ? for karaoke purposes. Than you
@Trishan-Vlog2 жыл бұрын
Jack anderson it’s a complint. It’s so rare to find that in a actual human being
@jhonatanly2 жыл бұрын
5 minutes in and tNice tutorials is 10 tis harder than garageband on my phone
@prod.ilegal2 жыл бұрын
.
@learn2share461 Жыл бұрын
A very good tutorial would be about how to use vertex map tag and field on matrix objects with octane. Unlike redshift, we cannot add a custom geometry on the octane tag when it's on a matrix object. This is cutting a lot of possibilities. see : Friendsofmotion and PixelAffair to understand what I mean. Peace! :) Great job, like always!
@SilverwingVFX Жыл бұрын
Sorry for my long outstanding answer. If you want to put objects on a matrix object, you can do that by pointing the matrix as a source of a scatter object. The scatter then will take the positions the matrix provides and puts objects there. Better then nothing, but you are right. Would love a more native solution!