Silverwing QuickIsh-Tip: Octane C4D Reducing Noise (PT1 Lighting)

  Рет қаралды 4,624

SilverwingVFX

SilverwingVFX

Күн бұрын

MESSAGE:
Welcome to this weeks Octane in C4D video where I go over how to reduce Noise working with lights in Path-Tracers.
If you like it there will be at least another tutorial focusing on dealing with Noise in materials and Render-Settings.
I hope you enjoy this one and it holds some former unknown knowledge to you!
PATREON:
---------------------------------------------------
You can support me and the community by becoming a PATREON.
This helps me to keep all my content free and accessible to everyone.
/ silverwingvfx
Thank you so much for all my existing PATREONs for your generosity!
FOLLOW ME ON SOCIAL MEDIA:
---------------------------------------------------
Twitter: / raphaelrau
Instagram: / silverwingvfx
Behance: www.behance.net/silverwing-vfx
TRAINING:
---------------------------------------------------
If you want to learn Shading / OSL, I also offer 1:1 training. Contact me, if you are interested.
VIDEO RELATED LINKS:
---------------------------------------------------
Maxons Official Website:
www.maxon.net/
Octane C4D Otoy Official Website:
render.otoy.com/forum/viewfor...
Blender Foundations Official Website:
www.blender.org/download/
Blender Octane Otoy Official Website:
render.otoy.com/forum/viewfor...
CHAPTERS:
---------------------------------------------------
00:00 Intro
00:56 Overview
01:17 3D: Point 1/3 Light Size
03:12 3D: Cornell Box Room - Windows Size
04:14 3D: Cornell Box Room - Area Light
05:04 Chart Time: What is Sampling
06:54 Chart Time: Direct Lighting
07:35 Chart Time: Indirect Diffuse
07:57 Chart Time: Why Big Lights Sample Better
08:38 3D: Syringe Scene - HDRI Sampling.
09:59 Chart Time: HDRI Environment Importance Sampling
11:07 3D: Textured Area Light vs. HDRI
12:20 3D: Spot Light, Gobo, IES Lights Sampling
14:20 Chart Time: Point 2/3: Light Count
15:23 3D: Multiple Lights Showcase
16:54 Chart Time: Point 3/3 Avoid Lights near Objects
17:41 3D: Light near Object Showcase
18:25 3D: Lights in the Cornell Scene
21:47 3D: Light Sampling Setting
23:49 Chart Time: Bonus: Caustic Sampling
25:52 Patreon Thanks
27:15 Famous Last Words

Пікірлер: 64
@evanlight
@evanlight Ай бұрын
It cannot be overstated the value of your contributions to this craft and community. Sincerest thanks for the efforts and knowledge you bring us.
@SilverwingVFX
@SilverwingVFX Ай бұрын
Ohhhh, thank you so much for this amazing comment. I really appreciate it! It's so nice to hear such kind words and that the work I do has such a good resonance!
@perryharovas
@perryharovas Ай бұрын
ABSOLUTELY THE BEST DESCRIPTION EVER OF NOISE, SAMPLING AND PATHTRACING
@SilverwingVFX
@SilverwingVFX Ай бұрын
Thank you sooo much. Fantastic to hear that you liked the explanation 🙏😊✨
@Spy19859
@Spy19859 Ай бұрын
🔦 It is so helpful. Thank you!
@SilverwingVFX
@SilverwingVFX Ай бұрын
Thank you very much. Glad to hear that 🙌
@jjosbun8380
@jjosbun8380 Ай бұрын
Finally! A very, very good (perhaps the GOAT) explanation of how the engines function. I will be so much better at optimizing scenes now. Thank you!
@SilverwingVFX
@SilverwingVFX Ай бұрын
Thank you very much. I doubt its the GOAT. I had to shave off so much stuff in order to squeeze it into the time frame that It's more like a light overview. But I am thankful for your great comment and kind words. Comments like yours make the whole endeavor worth it 🙌
@gijslaukens603
@gijslaukens603 28 күн бұрын
Great video!
@SilverwingVFX
@SilverwingVFX 28 күн бұрын
Thank you very much 🙌🙌
@imakegreateggs
@imakegreateggs Ай бұрын
Thank you!
@SilverwingVFX
@SilverwingVFX Ай бұрын
And also thank you ✨🙌✨
@shokhrukh_
@shokhrukh_ Ай бұрын
I can't wait for the second part thank you
@SilverwingVFX
@SilverwingVFX Ай бұрын
Oh, super nice to hear! Though most things that I wrote down in my list for the 2nd part are rather self-explanatory... like in this vid. So I hope you can get something out of it 😇
@user-zx9ri1wf3i
@user-zx9ri1wf3i 18 күн бұрын
thank you, it's so incredible😍
@SilverwingVFX
@SilverwingVFX 14 күн бұрын
You are very welcome. I see you are working your way through my noise series and you are liking it. Thank you very much for all the nice comments you are leaving 🙌😊🙏
@user-zx9ri1wf3i
@user-zx9ri1wf3i 13 күн бұрын
@@SilverwingVFX I watched it and it was great, thanks again
@khellstr
@khellstr 12 күн бұрын
🔦 For now on, I will fight against noise with bigger lights. I will create the biggest lights ever.
@SilverwingVFX
@SilverwingVFX 11 күн бұрын
Ha ha ha. A white environment basically. It gives the renders their own unique style. Maybe a bit flat... but hey, it renders fast 😅😇 And thank you very much for the ✨🔦✨
@Clemyfourtwenty
@Clemyfourtwenty Ай бұрын
I pretty much do the opposite of everything youre saying. Tiny Light Sources, and lots of them! Haha. Another tip Dino taught me was that you want to redue the amount of polygons in the mesh light, down to 1 triangle is the most optimized.
@SilverwingVFX
@SilverwingVFX Ай бұрын
Ha ha ha. I think for your line of work, there is no other way then to do the opposite. And yes you are right about the mesh lights. If you can't avoid them all together, then its best to use as few polys as possible. I should have mentioned that while I was talking about not using mesh lights 😇
@ThomvanVliet
@ThomvanVliet Ай бұрын
Amazing lesson. Feels like a very in depth one but all within 30 minutes!
@SilverwingVFX
@SilverwingVFX Ай бұрын
Thank you very much for your nice and positive comment. It's true, there is a lot of info in there. But I could add at least info to 1h videos worth. So there is a lot that landed on the virtual cutting room floor. At least planning wise 😇 So great to hear your input and your positive reaction. Because I was thinking about doing smaller chunks, just e.g. talking a bit HDRIs for 15-20 minutes, but in more detail then covering a whole big topic in one video... We'll see how it goes. Would be interested to also hear your opinion about it if you would like to chime in.
@ThomvanVliet
@ThomvanVliet Ай бұрын
​@@SilverwingVFX Thank you. I would keep the maximum time not much further than 30 minutes per part, since it's a bit harder to watch an 1 hour video mentally than half an hour. So if you have nice segments of HDMI you could definitely divide those up into 20 minute chunks, easy to access and look up as well for when we need such info later. ( I always use a lot of your octane videos to return to when building stuff for reference) But in the end, we'll watch your content anyway since it's all very in depth and well presented, so as long as you yourself think you're doing a good job and it all fits nicely into your videos I think you'll be alright, you have a knack for finding the right content to show.
@SilverwingVFX
@SilverwingVFX Ай бұрын
​@@ThomvanVliet Thank you so much for taking the time to answer in such great detail and of course your input. Yeah I am absolutely with you on the "not longer then 30 Minutes" part. I think the best time is around 15 min. Not to long, not to short. I just almost never make it and those videos are ending up around 25 minutes mostly. But great to have a little bit more of an insight on your thoughts. Also great to hear that you think that I do a good job in providing interesting topics to explore! Cheers and thank you again for your insights 🙏🙌✨
@tristanbrittaine
@tristanbrittaine Ай бұрын
Amazing! Thank you. Really appreciate you take the time to explain with chart time. 😀 Your timing is great. Right in the middle of a project with lots of spot lights. 🔦
@SilverwingVFX
@SilverwingVFX Ай бұрын
Hey Tristan, thank you very much for your great comment. Yaaaay ✨🔦✨ Nice to hear that I managed to produce something useful to you 🙌 I am just afraid that there is no good way to make spotlights sample better 🥲 But at least you have some of the other tips to go off of.
@alextorhan
@alextorhan Ай бұрын
As always, very high quality useful informative content! Blender Octane users will be very grateful! :)
@SilverwingVFX
@SilverwingVFX Ай бұрын
Hey hey and thank you very much. Yeah, It's pretty much universally applicable. Thanks for the Blender Octane Community for the input that made me do this video 🙏🙌✨
@alka-seltzer2028
@alka-seltzer2028 Ай бұрын
Awesome tut! Btw, your title animation is so beautiful! Curious about how you make it especially the inside structure of the plastic!
@SilverwingVFX
@SilverwingVFX Ай бұрын
Thank you very much. The model for the intro was made in a CAD modeler. You might have heard of it, Plasticity. I wanted to try it since a lot of people were recommending it to me, and I have to say, it's really good indeed. SO this was a deviation from my usual Subdivision Surface modeling roots 🙌
@MathieuRouland
@MathieuRouland Ай бұрын
thanks you for the tips, and the good vibes !
@SilverwingVFX
@SilverwingVFX Ай бұрын
Thank you also for giving me good vibes through your comment 🙌
@fliguy1353
@fliguy1353 Ай бұрын
I really enjoyed this video, it offers a clear explanation of how samples are calculated and why one scenario provides more noise than another. However, based on personal experience and conversations with fellow (non professional, or at least small time) Octane users in my circle, it seems that literal noise isn't the primary issue. Instead, fireflies appear to be rampant in Octane and what most users i have spoken with are actually meaning when they say noise, particularly in anything beyond the simplest scenes with minimal lights and hdri's. and they usually worsen with increased sample counts potentially completely engulfing the scene. This issue is particularly noticeable in architectural environments. To mitigate this, I often resort to employing numerous tiny emitters at the lowest possible values to ensure proper illumination of light fixtures. And then I utilize IES lights on invisible meshes or emission textures around fixtures to illuminate the room. Scenarios involving light bulbs within a specular medium around them, like those on ceiling fans, tend to exacerbate the occurrence of fireflies, often outnumbering the samples almost. Even when using exclusively IES or mesh lights (the ones that cause mush less fireflies than the worst case scenario), fireflies persist, especially when these lights are directed downward in close proximity to ceilings or walls. Placing lights in the center of the room results in zero fireflies, while positioning them less than a meter but pointing completely away from the ceiling results in fireflies. I've grappled with this issue throughout my year+ of learning Octane. Without discovering the Intel Open Image Denoiser and using it on octane image, fireflies would still pose a significant obstacle, rendering Octane results unusable as far as im concerned. I believe that a comprehensive video dedicated to eliminating fireflies would be a greatly beneficial video/ videos, and may actually be a larger part of the problem than actual noise. Blender octane user, greatly appreciative of your videos as they are my primary source for learning things octane over my journey. Thanks for the content.
@SilverwingVFX
@SilverwingVFX Ай бұрын
Hey Fliguy1, thank you very much for your great and in detail comment. I appreciate you took the time to write it all down. I agree with you that Fireflies are part of the problem and due to their nature are much more prevelent then other noise. The really cool thing here is, that Fireflies are just a part of noise and therefore all the tricks I mention in this video at least reduce them. We will get into more goodies how to avoid them in the material and especially in the rendering part of the series. Fireflies are caused when a random indirect ray (unexpectedly) hits a very, very bright light source. They are either reflective or refractive caustics that are unresolved (meaning it would need more samples to even out the result) In the beginning of the video you can see what happens with the through the glass block caustics with a small light source when I make the light source bigger. You decrease the problem by 1: Making the light source more likely to find e.g bigger. 2 Through making the light source bigger, you also decrease its energy per area unit which also helps to avoid fireflies because the energy in the scene is more balanced (rays don't create as bright spots anymore because the lights in the scene are not as bright anymore, since the energy of the lights has been spread over a larger surface). Maybe I should make a special about fireflies and explain what they are directly. I decided to cut this video a bit short to fit it in to 20-30 minutes. So it's very distilled down to the essence and does not have a look at cases that could be made, as light portals ect. Spoiler for the rendering tutorial (which is rather well known anyway) Set the GI clamp down to 5-10. This lets indirect diffuse only carry up to a certain amount of brightness. So when the rays hit a really really bright light source, they only carry a fraction of it's intensity and therefore do not create a white spot (firefly) Obviously if you want to have nice caustics in your scene, then you would use a much higher GI clamp. Otherwise they will look dull. I thank you again for your comment and hope I could give you a little more insight into this. Cheers and a great mid of the week to you! Raphael
@samoxinvik
@samoxinvik Ай бұрын
🔦 Thank you for the other great video. I look forward to the next one!
@SilverwingVFX
@SilverwingVFX Ай бұрын
Also thank you very much for your nice comment and of course for watching. Really appreciate it ✨🔦✨
@gv0zdysh0k
@gv0zdysh0k Ай бұрын
Ohhhhhhhh, that mind-blowing ❤ thank you soooooo much
@SilverwingVFX
@SilverwingVFX Ай бұрын
Glad you like it that much. Much appreciated 🙏 🙌 😊
@Liquixe
@Liquixe Ай бұрын
Always quality !
@SilverwingVFX
@SilverwingVFX Ай бұрын
Thank you. I'm trying 🙏🙌
@waleedkh9769
@waleedkh9769 Ай бұрын
Thank you for sharing.
@SilverwingVFX
@SilverwingVFX Ай бұрын
You are very welcome! Thank you for watching ✨🔦✨
@user-ps6ds5ov2l
@user-ps6ds5ov2l Ай бұрын
Спасбо!❤
@SilverwingVFX
@SilverwingVFX Ай бұрын
Ласкаво просимо 🙌
@ricarnuninho80
@ricarnuninho80 Ай бұрын
You choose correctly the PT kernel/engine for highest realism level of lighting, if any glossy material with the roughness of less than 0.3~0.4 (eg: glossy ground) but the UNIQUE disadvantage of PT is the insane/super long number of samples per pixel (+/-10-million or longer at 1080p or +/-2- or 2.5-million or higher at 4320p) needed for good caustics at dot light and/or at our sunlight source(s) - if we use single GeForce RTX 4090, this may during +/-100 hours or longer time at full-image or at all regions picked. But fortunately, this kernel does not have any other nor second disadvantage. 🙂 At Photon Tracing kernel issue may not work render caustics for mix material but the Roeland (only?) developer can't fix this issue yet for few years. 😉
@Robstar
@Robstar Ай бұрын
Always a bless! 🙌 I wish I had made it to FMX this year. I hope to see you there next year too. And I definitely need to grab one of these Otoy hoodies 🔥😁
@SilverwingVFX
@SilverwingVFX Ай бұрын
Thank you very much ✨ I had the best FMX ever this year. But not because of the program or the Speakers. Because all the cool people I met there. If I have the resources, I will definitely will be there again next Year.
@whitekraw
@whitekraw Ай бұрын
Waiting for the next part, Happy Noise Scrubbing!
@SilverwingVFX
@SilverwingVFX Ай бұрын
You seem to be not alone! Right now I have a couple of points but there are mainly the ones that are rather well known. Maybe I can talk to a couple of friends to get some more intel to take the next video from good to great 😇
@tecnobrother3
@tecnobrother3 Ай бұрын
Muy bien gracias
@SilverwingVFX
@SilverwingVFX Ай бұрын
De nada ¡Gracias por tu comentario!
@konoboi
@konoboi Ай бұрын
Thank you for this awesome depth tutorial!! 🔥 Is it possible to request a tutorial about hobos with path tracing? Thank you so much
@SilverwingVFX
@SilverwingVFX Ай бұрын
Thank you very much for your comment. Great to here you like it. I think you mean gobos? Basically it's rather easy. You use a texture in the distribution. Then you have to make the light rather small. The smaller the light the sharper the texture will appear. To control the texture a bit better in scale you can add a UV-Transform and use the scale there.
@konoboi
@konoboi Ай бұрын
@@SilverwingVFX Thanks for the reply!! i'lll gor try it out! thanks Silver! u the boss
@dbmd_uk
@dbmd_uk Ай бұрын
Great, as always. Any chance you do a tutorial on denoiser settings? Thanks!
@SilverwingVFX
@SilverwingVFX Ай бұрын
Thank you very much 🙏 The Denoiser will be part of the Render Settings Video. So yes. I think I will go over the settings. Though I think there is not that much to set there. Do you have any specific questions you want me to answer?
@dbmd_uk
@dbmd_uk Ай бұрын
@@SilverwingVFX Well, is there a way to inlfuence the amount of denoiser or is it ON or OFF?
@micThurrr
@micThurrr Ай бұрын
I use vray but i still enjoy the videos 🔦
@SilverwingVFX
@SilverwingVFX Ай бұрын
Man, that's a super huge compliment. I really appreciate that you like the videos and watch them even to the end ✨🔦✨ 🥰
@stilfuchs8031
@stilfuchs8031 Ай бұрын
🔦
@SilverwingVFX
@SilverwingVFX Ай бұрын
✨🔦✨
@vladan.Poison
@vladan.Poison Ай бұрын
🔦 this flash light has important sampling turned OFF . ❤
@SilverwingVFX
@SilverwingVFX Ай бұрын
😁😆 Ha ha ha. It will be a very noisy very noisy flashlight then. ✨🔦✨
Silverwing Quick-Tip: Octane C4D Reducing Noise PT3 (Rendering)
21:56
SilverwingVFX
Рет қаралды 3,8 М.
Silverwing Quick-Tip: Shading Screen Pixels In Octane
19:56
SilverwingVFX
Рет қаралды 2,7 М.
Just try to use a cool gadget 😍
00:33
123 GO! SHORTS
Рет қаралды 85 МЛН
OMG😳 #tiktok #shorts #potapova_blog
00:58
Potapova_blog
Рет қаралды 4 МЛН
DO YOU HAVE FRIENDS LIKE THIS?
00:17
dednahype
Рет қаралды 35 МЛН
Silverwing Long Tip: Octane C4D Universal Camera
40:14
SilverwingVFX
Рет қаралды 11 М.
The pro tutorials you’ve never seen if you use Blender
16:13
Robin Squares
Рет қаралды 199 М.
Remove Noise From Your 3D Render
5:16
Brilly
Рет қаралды 1,1 М.
Silverwing Quickish-Tip: Octane Foam Shader (C4D Octane)
25:41
SilverwingVFX
Рет қаралды 13 М.
Silverwing Quick-Ish Tip: Octane Texture Baking
28:02
SilverwingVFX
Рет қаралды 10 М.
Octane 2023.1 New Features in Octane for C4D (English)
33:58
SilverwingVFX
Рет қаралды 25 М.
Dissecting SD3
20:25
Latent Vision
Рет қаралды 14 М.
How to Light KitBash3D Assets in C4D Octane
28:09
KitBash3D
Рет қаралды 18 М.