@8:40 Something I personally like to do when picking absorption values is to separate value from hue and saturation. Generally I'll use a node to create a colour with a value of 1 in at least one of the channels, then follow that with a multiply node. Doing this makes it so that I visually separate the steps a little more and not have to tweak anything about the colour when I want more or less light to get through. It's a small thing, but for me it makes things a little easier to tweak :)
Thanks so much. I very much appreciate hearing that! Great to hear that this tut is fitting your work schedule so well ha ha. Cheers and happy modeling & shading 🙌
Ha ha. As long as you got a couple of tips from the video as well then all is good 😁 Thank you very much for your ongoing support. Really appreciate it ❤️
Hey hey, Thanks so much for sticking with me even though I have not made a bubble tut yet 😊 I need to do some research as I unfortunately don´t know the best way to do it 😇 Cheers and a great time to you ✨🎄✨
@@SilverwingVFX Ahah i’ll stick with you even if you end up doing only charts! I know it’s a tough one… don’t even know if it can be done with a shader only approach. But for product renders, my clients keep asking for it, again and again🥲
Oh, that´s always super nice to hear that people can take away some stuff from the vids ❤️ Cheers and a fantastic Christmas time and happy new Year to you too ✨🎄✨
thank you, this is helpful. Would love to see an updated subsurface scattering tutorial, especially differences with the randomwalk node and old scatter
Thank you very much for your nice answer. Also thank you for your suggestion. Its an interesting one. The first SSS video is one of the oldest Videos I have done So yeah, it´s maybe due for an upgrade! Cheers and a good start into next week to you!
Really important information again :) Understanding that simple difference between Transmission and Absorption really makes things much more opaque. I have been struggling to get good results with translucent materials. It is not surprising, as I have had major gaps in understanding the basics. Now it is fixed, and I have to guess much less. From somewhere, maybe from Octane manual, I learned that Transmission should be set always to 1 with SSS for example. But I have never seen an explanation for that. At least one that is simple and makes sense, like this did. Thank you and Merry Chirstmass 🎄
Oh man, thanks so much for your nice comment Kimmo . I really appreciate your support over the time. Fantastic that I could clear up some things with this tut 🙌 People really seem to like this one. Its nice to end this Year with a success like this 😊 About the Specular Transmission. I also always said that in my tuts whenever I made a Spec material. Its really strange that it is at 0.9 which is not a great choice and rather unrealistic. Also a Merry Christmas to you and thanks once more for the support ✨🎄✨
Hey Sjoerd, a happy 2024 to you! Thank you very much for your super nice comment and your holiday greetings. I indeed had (and have) a great time 🙌 Cheers and a great time to you as well!
Hey Raphael, What a great year! Thank you for all of your knowledge that you have provided to this awesome community! Wish you a Merry Christmas! (Und vorab schon mal einen guten Rutsch ;))
Thanks! Complete Octane noob here but this worked great with a really dark glass perfume bottle. With the transmission I used earlier the thick bottom would basically be still way too light.
Thanks for the great tips, Raph. I think this is the first time I've heard someone explain exactly what the omega slider does in tandem with octaves. Wishing you a merry Christmas and happy holidays!
Thanks for your kind words. Ha ha cool to hear that. And that was not even part of the actual tut 😇 I just thought I add a little bit of extra and show how I setup the simple glass material. Cheers and a merry Christmas and happy holydays to you too 😊✨
thanks Raph, this is really useful, I always used the transmission channel and played with things in post 😂 wish you a happy time with your loved ones, happy Christmas 🎄🌟
Thanks so much Zaidi for your ongoing support. You can also get good things out of the transmission channel. And to be honest it can be a bit tedious to control the absorption in various objects to art direct them. A very merry Christmas to you too ✨🎄✨
I thought with the transmission its good enough for realistic material but with this method its on an another level :D Thank you and i wishing you a Merry Christmas!🎄
Thank you very much. Still Maxim Rozes HDRIs. Those are responsible for such many of my beautiful renders. I can´t say how thankful I am to him for making those!
Thank you very much for your comment. Two reasons come to mind: 1: You are using an older version of Octane. Make sure you are using the latest one. 2: Your shader is set to compatibility mode to emulate an older behavior. This can be also set in the main tab of the Shader. Hopefully that helps to resolve the issue! Cheers and a great Sunday to you! Raphael
Thank you very much for your reply and your suggestion. Generally alcohol is not that hard to do. It´s basically the same as with glass, but the color is different and the IOR / Index is slightly lower at around 1.33 I have made a video about rendering glass with whiskey here: ua-cam.com/video/IzTCztpur10/v-deo.html
Your material videos are my favorite. I'm working on a gumball machine and this tip just hit me at the perfect time! Question: How do you approach micro textures (such as monitor plastic texture or condensation on a Coke bottle) Greyscalegorilla uses Normal maps and look amazing. Do you personaly bake such small granular shapes? Thanks for the video🌲(My pine has no lights cause I don't celebrate christmas, but I watched the whole vid 😁)
Hey Emmanuel, thank you you much for your long answer! Great to hear that the video was timed perfectly for your project. About your question. Hm. Not sure about the term of Micro Textures. I have my own workflow, nut the object I am shading usually have quite fine texture detail since I am not using an UV and PBR approach but do a lot with tiling smaller textures and node trees. You can watch my half procedural shading video if you have not already: ua-cam.com/video/rRoo1Z489YI/v-deo.html A good time to you and happy pine Day ha ha. Thank you for your support ✨🌲✨
Hi, I use Octane Blender, adding Float to greyscale texture to Scattering only made the thickness blacker, increasing float value will increase darkness, can't get the tint effect shown on the tutorial. Any idea?
Hey there and thank you very much for your comment. In your Blender Scattering Material you already have color fields within the node, so you do not have to add extra nodes to it. You can do that, but it would not be necessary. Let me try a little trouble shooting: First check your rendering kernel. For glass and SSS it should be set to Path Tracing. Also check the Diffuse Depth, Specular Depth and Scatter depth. Those should beat least 8 for Diffuse and Scattering and 16 or even 32 for Specular. Then you can check if "Fake Shadows" is enabled in your glass material. As otherwise, the inner SSS calculation is dependent on caustics, which can be rather compute heavy and depending on your lighting, can appear darker, because it won't get resolved. On the Scattering Medium there is a "Invert Absorption" checkbox. This might seem wrong, but it should be checked on for the node to work in the same way as I had it in my tutorial. Hope this helps. If it does not. You can email me, if you want. Then I can share a setup with you. Cheers and a great Day to you! Raphael
@@SilverwingVFX Thank you Sir, turning on Fake Shadow helped, higher float value gives more tint, just like in the tutorial. I had Fake Shadow off, higher float value makes it darker.
Hii sir , How to turn off reflection the floor to glass/metal or other glossy material .. i confuse why there are in the video not show reflect from the floor .. so nice🙏🏽🙏🏽
Hey there and thank you very much for your comment. There is no trickery going on in the render. The floor actually reflects in the glass in the tutorial video above! It just looks realistic, because the values in the light, floor material and glass material are close to real world accurate! To answer your question: You could turn off the floor from reflecting by utilizing the Ray Switch in the transparency of the floor (though this then will be global and the floor will not be reflected in all of your objects) What you have to do here is plug the Ray Switch node to the floors opacity and then turn the value for reflection to black (0). Hope this helps! Ray switch tutorial: ua-cam.com/video/GPrXcdVmiBg/v-deo.html
Hey, eine wirklich coole Technik. Ich bin begeistert! Vor allem das Resultat sieht einfach gut aus. Ich mache auf meinem Kanal Tutorials auf englisch, für Blender mit Octane und würde diese Technik gerne in einem Video zeigen. Es lässt sich alles ziemlich einfach in Blender mit Octane übersetzen und ich würde auf dein Video als Quelle für diese Technik verweisen. Wäre das okay oder hättest du damit ein Problem? Die Blender-community würde auf jeden Fall profitieren. LG Tim
Hallo Timvias und vielen Dank für Dein Kommentar und die Anfrage. Du kannst das gerne in einem Blender Video verarbeiten. Danke fürs Nachfragen. Du kannst mein Video gerne erwähnen. Aber die Technik hat bestimmt auch schon jemand vor mir irgendwo erwähnt. Deswegen ist es gar nicht zwingend notwendig. Finde es cool, wenn Leute das Wissen weiter geben 🙌 Also mach das gerne 🤗
@8:40
Something I personally like to do when picking absorption values is to separate value from hue and saturation.
Generally I'll use a node to create a colour with a value of 1 in at least one of the channels, then follow that with a multiply node.
Doing this makes it so that I visually separate the steps a little more and not have to tweak anything about the colour when I want more or less light to get through. It's a small thing, but for me it makes things a little easier to tweak :)
That´s a very smart approach! Thank you very much for your input. I´ll pin this comment!
I might copy this for my workflow 😇
Your tutorials are magic, I have to model and light a bottle in the coming week. Perfect.
Thanks so much. I very much appreciate hearing that!
Great to hear that this tut is fitting your work schedule so well ha ha.
Cheers and happy modeling & shading 🙌
You’re the best. Thank you 🎉
Oh, thanks a whole lot for your super nice comment!
Your video thumbnail says it all, thanks again for your awesome tips!
Ha ha. As long as you got a couple of tips from the video as well then all is good 😁
Thank you very much for your ongoing support. Really appreciate it ❤️
Thank you very much for this video. Merry Christmas and Happy New Year!
And thank you very much for your great comment. Highly appreciated.
A merry Christmas and happy new Year to you too ✨🙌
Thank you Raphael, have a nice holiday! I keep my fingers crossed for a bubbles / foam tutorial next year!🎄
Hey hey,
Thanks so much for sticking with me even though I have not made a bubble tut yet 😊
I need to do some research as I unfortunately don´t know the best way to do it 😇
Cheers and a great time to you ✨🎄✨
@@SilverwingVFX Ahah i’ll stick with you even if you end up doing only charts! I know it’s a tough one… don’t even know if it can be done with a shader only approach. But for product renders, my clients keep asking for it, again and again🥲
Thanks man! Like usually I take some tips from you. Have a great holidays you too. See you next year! 🥁🎄
Oh, that´s always super nice to hear that people can take away some stuff from the vids ❤️
Cheers and a fantastic Christmas time and happy new Year to you too ✨🎄✨
the best teacher on youtube, thank you
Awwww, thanks so much ❤️
thank you, this is helpful. Would love to see an updated subsurface scattering tutorial, especially differences with the randomwalk node and old scatter
Thank you very much for your nice answer.
Also thank you for your suggestion. Its an interesting one. The first SSS video is one of the oldest Videos I have done So yeah, it´s maybe due for an upgrade!
Cheers and a good start into next week to you!
Really important information again :) Understanding that simple difference between Transmission and Absorption really makes things much more opaque. I have been struggling to get good results with translucent materials. It is not surprising, as I have had major gaps in understanding the basics. Now it is fixed, and I have to guess much less.
From somewhere, maybe from Octane manual, I learned that Transmission should be set always to 1 with SSS for example. But I have never seen an explanation for that. At least one that is simple and makes sense, like this did.
Thank you and Merry Chirstmass 🎄
Oh man, thanks so much for your nice comment Kimmo . I really appreciate your support over the time.
Fantastic that I could clear up some things with this tut 🙌
People really seem to like this one. Its nice to end this Year with a success like this 😊
About the Specular Transmission. I also always said that in my tuts whenever I made a Spec material. Its really strange that it is at 0.9 which is not a great choice and rather unrealistic.
Also a Merry Christmas to you and thanks once more for the support ✨🎄✨
Thank you!
You are very welcome ✨
Thanks for another great tutorial Raphael. Hope you have a great holiday and looking forward to see more tuts coming out of you next year.
Hey Sjoerd,
a happy 2024 to you! Thank you very much for your super nice comment and your holiday greetings. I indeed had (and have) a great time 🙌 Cheers and a great time to you as well!
this works so much better than my method!! love it
Thanks a lot.
Great to hear this provides a good solution to you ✨🙌
That timeline gesture at the beginning 😅😂 thanks for this one Raph! Help understand a lot!
Ha ha yeah. This week was a fun one pointing around and all. The topic is also a nice one for your upcoming shading sessions 🙌
@@SilverwingVFX indeed it is!
very helpful
Good teaching with details and operations
Thank you very much. Happy you enjoyed this one 🙌
Cheers and a great time to you!
wow thank you for this video time to make some glass.
Oh hey,
super nice seeing you here. Much appreciated.
Looking forward seeing what you make out of it 🙌
Thank you so much for all your fantastic tutorials and your great insides!!! Happy hollydays!!!
Hey Christian,
thanks so much for your comment and your support. I really appreciate it 🙌
A very Merry Christmas and Happy Holidays to you too ✨
Hey Raphael,
What a great year! Thank you for all of your knowledge that you have provided to this awesome community!
Wish you a Merry Christmas! (Und vorab schon mal einen guten Rutsch ;))
Hey Robstar,
thank you very much for your nice comment!
Appreciate your thankfullness 🙌
A Merry Christmas und einen guten Rutsch auch Dir 😊
Thanks! Complete Octane noob here but this worked great with a really dark glass perfume bottle. With the transmission I used earlier the thick bottom would basically be still way too light.
You are very welcome. Super nice to hear that the method worked for you 🙌
Thank you! Frohe Weihnachten und einen guten Rutsch!
And also thank you. Very much appreciated! Und frohe Weihnachten und einen guten Rutsch zurück ✨
Thanks for the great tips, Raph. I think this is the first time I've heard someone explain exactly what the omega slider does in tandem with octaves. Wishing you a merry Christmas and happy holidays!
Thanks for your kind words.
Ha ha cool to hear that. And that was not even part of the actual tut 😇
I just thought I add a little bit of extra and show how I setup the simple glass material.
Cheers and a merry Christmas and happy holydays to you too 😊✨
thanks Raph, this is really useful, I always used the transmission channel and played with things in post 😂
wish you a happy time with your loved ones, happy Christmas 🎄🌟
Thanks so much Zaidi for your ongoing support. You can also get good things out of the transmission channel. And to be honest it can be a bit tedious to control the absorption in various objects to art direct them.
A very merry Christmas to you too ✨🎄✨
So useful ❤❤
Thank you. Really appreciate it 🙌
Great video! Thanks Raphael, Merry Christmas and Happy New Year 😀🥳
Thank you so much for your great comment. I really appreciate it 🙌
A great time and a Happy New Year to you too!
I thought with the transmission its good enough for realistic material but with this method its on an another level :D Thank you and i wishing you a Merry Christmas!🎄
Thank you very much Szabolcs ,
I really appreciate that you liked it!
Cheers and a great time to you and thanks for the support ✨🎄✨
🎄🌟🎄
Yay, thank you very much ✨🎄✨
Thanks for tip ! Just curious, which HDRI collection are you using these days ?
Thank you very much.
Still Maxim Rozes HDRIs. Those are responsible for such many of my beautiful renders. I can´t say how thankful I am to him for making those!
hello!
I really enjoyed the lecture. I am using the 2023 version, but the bump height does not appear in the bump column. How can I resolve this?
Thank you very much for your comment. Two reasons come to mind:
1: You are using an older version of Octane. Make sure you are using the latest one.
2: Your shader is set to compatibility mode to emulate an older behavior. This can be also set in the main tab of the Shader.
Hopefully that helps to resolve the issue!
Cheers and a great Sunday to you!
Raphael
👍👍🤗 But I can't find "RGB spectrum" for absorption? But I don't have C4D but yes OR Prime plugin for Blender only.
Hey Ricardo,
In Blender that node is called "RGB Color" in Blender. Somehow there are name differences between plugin versions!
Thanx Raphi. Schöne Festtage!
Danke Simon. Dir auch ein frohes Fest und nen guten Rutsch!
Very useful tutorial. Could you please publish a tutorial on alcoholic products?
Thank you very much for your reply and your suggestion.
Generally alcohol is not that hard to do. It´s basically the same as with glass, but the color is different and the IOR / Index is slightly lower at around 1.33
I have made a video about rendering glass with whiskey here:
ua-cam.com/video/IzTCztpur10/v-deo.html
Your material videos are my favorite. I'm working on a gumball machine and this tip just hit me at the perfect time!
Question: How do you approach micro textures (such as monitor plastic texture or condensation on a Coke bottle) Greyscalegorilla uses Normal maps and look amazing. Do you personaly bake such small granular shapes? Thanks for the video🌲(My pine has no lights cause I don't celebrate christmas, but I watched the whole vid 😁)
Hey Emmanuel,
thank you you much for your long answer!
Great to hear that the video was timed perfectly for your project.
About your question.
Hm. Not sure about the term of Micro Textures. I have my own workflow, nut the object I am shading usually have quite fine texture detail since I am not using an UV and PBR approach but do a lot with tiling smaller textures and node trees.
You can watch my half procedural shading video if you have not already:
ua-cam.com/video/rRoo1Z489YI/v-deo.html
A good time to you and happy pine Day ha ha. Thank you for your support ✨🌲✨
Hi, I use Octane Blender, adding Float to greyscale texture to Scattering only made the thickness blacker, increasing float value will increase darkness, can't get the tint effect shown on the tutorial. Any idea?
Hey there and thank you very much for your comment.
In your Blender Scattering Material you already have color fields within the node, so you do not have to add extra nodes to it. You can do that, but it would not be necessary.
Let me try a little trouble shooting:
First check your rendering kernel. For glass and SSS it should be set to Path Tracing. Also check the Diffuse Depth, Specular Depth and Scatter depth. Those should beat least 8 for Diffuse and Scattering and 16 or even 32 for Specular.
Then you can check if "Fake Shadows" is enabled in your glass material. As otherwise, the inner SSS calculation is dependent on caustics, which can be rather compute heavy and depending on your lighting, can appear darker, because it won't get resolved.
On the Scattering Medium there is a "Invert Absorption" checkbox. This might seem wrong, but it should be checked on for the node to work in the same way as I had it in my tutorial.
Hope this helps. If it does not. You can email me, if you want. Then I can share a setup with you.
Cheers and a great Day to you!
Raphael
@@SilverwingVFX Thank you Sir, turning on Fake Shadow helped, higher float value gives more tint, just like in the tutorial. I had Fake Shadow off, higher float value makes it darker.
@@jwu122 Great to hear that it worked out for you 🙌
Cheers and happy rendering ✨
Great video, happy xmas!
Thank you very much Adam, merry Christmas to you too 🙌
Hii sir , How to turn off reflection the floor to glass/metal or other glossy material .. i confuse why there are in the video not show reflect from the floor .. so nice🙏🏽🙏🏽
Hey there and thank you very much for your comment.
There is no trickery going on in the render. The floor actually reflects in the glass in the tutorial video above!
It just looks realistic, because the values in the light, floor material and glass material are close to real world accurate!
To answer your question:
You could turn off the floor from reflecting by utilizing the Ray Switch in the transparency of the floor (though this then will be global and the floor will not be reflected in all of your objects) What you have to do here is plug the Ray Switch node to the floors opacity and then turn the value for reflection to black (0).
Hope this helps!
Ray switch tutorial:
ua-cam.com/video/GPrXcdVmiBg/v-deo.html
🎄
Yaaaaas ✨🎄✨
🎄🎄
Yaaaay, thanks ✨🎄✨
🎄 🎄
Yaaaay. Thank you 🙌✨🎄✨🙌
Hey, eine wirklich coole Technik. Ich bin begeistert! Vor allem das Resultat sieht einfach gut aus.
Ich mache auf meinem Kanal Tutorials auf englisch, für Blender mit Octane und würde diese Technik gerne in einem Video zeigen. Es lässt sich alles ziemlich einfach in Blender mit Octane übersetzen und ich würde auf dein Video als Quelle für diese Technik verweisen. Wäre das okay oder hättest du damit ein Problem? Die Blender-community würde auf jeden Fall profitieren.
LG Tim
Hallo Timvias und vielen Dank für Dein Kommentar und die Anfrage.
Du kannst das gerne in einem Blender Video verarbeiten. Danke fürs Nachfragen.
Du kannst mein Video gerne erwähnen. Aber die Technik hat bestimmt auch schon jemand vor mir irgendwo erwähnt. Deswegen ist es gar nicht zwingend notwendig.
Finde es cool, wenn Leute das Wissen weiter geben 🙌 Also mach das gerne 🤗
@@SilverwingVFX Besten Dank, das letztere kann ich nur zurückgeben, denn dass sehe ich genau so. Ich freue mich auf weitere interessante Videos. :)
🎄🙂
Thank you very much Jirko ✨🎄✨
2quick
jk well done
Ha ha ha. Thanks a lot 😇
🎄
🎄
Ha ha ha, in the midst of the heatwave you have to post Christmas trees. But I definitely appreciate it ✨🎄✨
@@SilverwingVFX It just took me so long to watch your video. 🌨☃