Haha wait for the actual physics teacher in the comments to point out everything wrong that I said. But yeah when you look at it closely its crazy how much physics and math are an essential part of what we do.
Ehi man. Lots of respect. You teach things at high level for free, cristal clear, that is so difficult to find even in ultra-paid stuff. Thank you so much.
By far the most well-explained tutorial of how to use Octane SSS and just SSS-concepts in general, both for super-beginners and for people who might have been using it for a while, all in 20 minutes and, to top it all off, with tasteful examples and design! Love your content!
For years I've been blindly slamming my head against a wall every time I've used the medium settings in Octane. I think the way that you laid this out is finally going to get it to stick. The simple but straightforward physics explanation I think is what we all needed. Huge ups!!
Awesome tutorial! Gotta be honest, I've been using octane for a couple of years now but I never went as in depth as you do in your tutorials. Love it. Keep it up!
Like I said dude most of the time you dont really need to know as much in-depth to make beautiful stuff. But it definitely helps to control your work better, especially if you're trying to achieve specific real life looks or dial in a specific style of material.
Thanks so much for this Tutorial. I love the explanation of what SSS is, not just the means to achieve the look. In all your tuts the theory is critical to the learning and incredibly helpful. Edit - Also a quick tip for any beginners like myself getting a black metallic look in their universal material instead of transmissive: As a first step, crush the float of the Metallic node down to zero before you set Albedo to black. Should get you that SSS look you're after.
Happy to hear that man, thats totally my pleasure! And yes thank you for pointing it out, I mentioned it in the tut and also in some comments but it's always good to punch that out if people miss that out!
I guess that the most expensive cinema cameras like Arri or Sony Venice use some kind image processing since they absorb light a lot like everything in the world is SSS in albedo material, except reflection. Thank you for making this in depth tutorials.
@@NewPlastic your tutorials are great. I learned so much. Also, I love your design elements and typography within the vid. Can’t wait for the next one, I’m subd now.
youd be surprised how many of these "possibly outside of real physics" colors actually exist in our world. I am a glass artist and many of the colors we use have the same properties and effects of colors around 8:00 in this video.
@@NewPlastic here is a piece made with a color that closely resembles the material at 8:00..it is made with a base color that is a translucent magenta but also has a silver content which provides the blueish haze ibb.co/NsbXHmX
This was so useful I guess it will change all the stuff I am making significantly. In case you need an idea. Idk what you think about a video on how to work from Daz to Marvelous to C4D without destroying everything cause there are just really old tutorials for that. Or about how to make a ponytail hair or other hairstyles 😊 Just an idea. I really enjoyed the Video thanks for teaching us so much
I'm slowly building up for a Marvelous designer tutorial. It'll be here! As for ponytails, Yes I'll get into those type of hairstyles but I'll be doing some other types of tuts before going back to hair.
Mate you rock! The best explanation of Medium node so far!! So much appreciated!.. Liked, subscribed, added to favorites, downloaded to local PC in order not to lose such a marvelous material).. Thanks a lot! Greetings from Russia!)..
Some of them use the Scattering medium, so they would work. In most cases you could probably just changed the RandomWalk to Scattering and tweak it a little to get almost the same look.
Thanks for Good tutorial. When i change albedo white to black. my material doesn't change to transmissive material... I did step by step...I don't know what did i miss :(
Hi, I got your SSS pack. I am getting tons of flickers when rendering it in an animation (just applied to simple primitive object). Is there a render setting that you recommend for animation?
First thing I would do is reduce the GI Clamp in the Kernel settings. Flickering happen when the GI clamp is too high. Try to also reduce the Specular Depth.
Thanks for the tutorial! I tried adding texture (roughness, normals, displacement) on the universal material, but seems like none of it shows up. (Tried adjusting projection/transform already). Have you run into this before?
Hi there, i'm struggling with diamonds...It lacks opacity. I use an index of 2.417 and dispersion 0.12, scatter is set on 64 in kernel and it tends to look like "flat" glass and quite often it doesn't even look like a diamond. Do you know a way to make a diamond look realistic? Thanks
DIamonds dont really need any scattering, so you dont need to up the scattering in the kernel. Make sure your Transmission is set to Specular type and not Diffuse.
@@NewPlastic Hi, sorry I meant that specular is set to 64 in the kernel, not scatter : ) I will try to increase the index of refraction. Thank you, new plastic and thank you for all the tutorials, they're very well done.
Thank u for this useful tutorial! Actually, I purchased ur sss pack and I tried to adapt some of materials to my 3d model. But half of those do not work like materials become black color when I render.( I use octane render ) Do u know what's the problem?
Hey, thanks for buying the pack! You probably have a very old Octane version which doesn't support the RandomWalk SSS nodes so they show as black. Use the latest Octane version and you'll be good! (Not just for the pack but there's many many things they improved and added)
While following this video, I found those exact settings of Scattering Medium don't work on my objects, which are 1:1 real life scale figurines about 4cm tall, materials look lighter and more transparent than the video. After some experiment, I found the Density parameter is correlated with the size of the object. I need to crank up the density to like 600 to match the video, of which I believe the objects are not in real life scale.
Yes absolutely, the objects in this scene are 2-4 meter tall, so it makes sense a 4cm tall object will have the light transmit through way quicker and not able to scatter it with the same settings. But that's the most important thing about this video buddy, absorbing the information and implementing it with your own vision.
Thank you for tutorial! But when I set Transmission Float as 1 and Albedo as Black, it's not transparent, it show as only black color :( what should I check..? anyone can help plz?
Loved this video!! It would be very nice if you can make an advanced mograph animation tutorial , no matter the length of the video we will definately watch and share it 👍
having issues. it loads as an octane material but it doesnt look anything like the Hard Candy example. no displacement/bump or anything. im also on pathtracing
I'm not using RS actually, I would probably incorporate it into the channel once I start using it tho. But most of these are easily translatable to other engines cuz they all kinda work the same, just need to know how to get to the same nodes in other engines.
Hey, Awesome tutorial! I just bought your Real life SSS pack. Everything excluding "RealSSS_Candles" works perfectly. I am using R25 and the latest Octane version. Should I change some settings for this to work as in the previews? Thank you!
Great explanation. Although coming from other engines I wish the density was equivalent to some real world value. Unless you are not modelling at real world scale. I would think materials have a specifc property, milk, plastic etc must have a fairly standard starting point before we might play around with artistic variation.
100% agree, I'm guessing trying to match real physics molecular density might be more complicated than just dialing in a number. But yeah getting a sort of a simplified "average" number would definitely be helpful.
@@NewPlastic Like in Modo you specify absorption as a colour and a distance, which is easy. In Octane that translates to a colour and a density. I guess it might be more helpful if Otoy gave examples of approximate density equivalents to real world materials. Your materials look really good, it's a shame I'm not using C4D or I would buy that pack. If you were able to include screen shots of the settings I could reuse those in Standalone or in Octane for Modo. Would very happily pay for that.
@@angushume2054 OCtane's equivalent of distance is Radius I would say, and density is just an extra feature to add more complexity when combining everything. Honestly dude it's simpler than it looks, usually I just set albedo and radius, then just play with the density till it visually resembles what I need. Then if I need I go back to and play with radius length or color. As I show in the tutorial, only time density really matters for me is when I use color in the Radius, that gives color light that initially penetrates the material but only up to 1cm (the number translated from the brightest color - white), then I lower density to make light penetrate more if I need to.
Thank you for the good information. I have one question for you. It's made from the same Universal, but my Material looks like a reflective material, not white, at first, and it doesn't become transparent at all when I add an option. What's wrong with it? I'd appreciate it if you could answer.
@@limparang9694 After you brought down the Metallic to 0, make sure to make the Albedo black, then bring Transmission all the way up to 1. That should make it transparent. Also, in Common tab check "Fake Shadows", it helps make the transparency more clear. Also, make sure you're on Path Tracing kernel. That also helps with better refraction light calculations.
@@NewPlastic Wow, thank you for letting me know so kindly. Thanks to you, I solved the problem. Metallic was 1 so it didn't look transparent. After seeing your tutorial, my knowledge became more abundant. Thank you! I hope you have a great day today!
@@NewPlastic I'm sorry to keep asking you questions. I entered the value as instructed in the tutorial of 6 minutes and 30 seconds, but mine is a bit murky and dark. How can I express the material white and clear?
Matched all of his settings, including the extra instruction in the comments about setting Metallic to 0. When I add an Absorption Medium like he does at around 4:25, my material stays completely transparent rather than becoming opaque like his does. The same is the case with the Scattering Medium. I can't find out what is going wrong. One difference is that he's using C4D 24.037 while I am using C4D 21.115, not sure what version of Octane he's using but I have V4.05-R7
I have the same problem. Tried a lot. I scaled the project up and down, played with all numbers etc. But no matter how high I boost the Float Node up, the colour stays and the material stays transparent. If I ever figure out why it is like that I will report here ;). But thanks for the Tutorial. Still awesome!!
Hey, I actually just recommended someone these videos: This is a great one by Arthur whitehead that goes over kernel settings, that’s what I watched when I first started octane: ua-cam.com/video/lejlE_rFa5g/v-deo.html And here’s one by GSG that goes over a few tips on a better setup beyond kernel settings: ua-cam.com/video/HI6Hy9S-scs/v-deo.html
coming from blender cycles ... maybe just basic misunderstanding ... but even at a float value of 20 my object is object essentially glass ... not sure where im going wrong
You're probably using Octane 3.07. It's the only version available cracked so I understand why you're using it if you can't afford Octane and you're trying to test it out, but the problem is that this version is about 6 years old and the 3D world is advancing quick. 3.07 is missing many many features that have been added in the last 6 years, and some of them are crucial to keep up with the high end 3D work you're trying to achieve. Try to look up tutorials on mixing a glossy material with a diffused material to achieve a similar SSS effect. It's a bit messier but it should work.
@@NewPlastic I just used the path tracing method and did my own material, not as good as I wanted to be, but it works for now, and yes...I can't afford octane and neither program that I use, I just cracked the work with, but if I had the money I would bought it, the things here are more expansive than where you live
@@Nonobsolete I understand, you do what you can with what you can. Hopefully you'll work your way up get your skills up get some clients and start making money from it so you can get the new version! Let me know if you have any more questions
Hey everyone! I just added a Redshift version of the SSS pack! Feel free to check it out
newplastic.gumroad.com/l/GFHdz
Guy is really out there teaching octane and physics like i am in high school again. So great.
Haha wait for the actual physics teacher in the comments to point out everything wrong that I said. But yeah when you look at it closely its crazy how much physics and math are an essential part of what we do.
i love that this explains not only the HOW to do this, but also the WHY it works. even if it mostly went over my head 😄
Went over my head too girl, I go back to my own tutorial to remember this shit lol
This is the definitive walkthough for SSS in Octane. So well explained.
Happy to hear that man!
Ehi man. Lots of respect. You teach things at high level for free, cristal clear, that is so difficult to find even in ultra-paid stuff. Thank you so much.
Glad you found it useful! Free knowledge makes us all smarter
By far the most well-explained tutorial of how to use Octane SSS and just SSS-concepts in general, both for super-beginners and for people who might have been using it for a while, all in 20 minutes and, to top it all off, with tasteful examples and design! Love your content!
Yes dude! Appreciate this summary, if I had a PR person they couldn't have written it better
For years I've been blindly slamming my head against a wall every time I've used the medium settings in Octane. I think the way that you laid this out is finally going to get it to stick. The simple but straightforward physics explanation I think is what we all needed. Huge ups!!
That's exactly what I tried to do here, so that's awesome to hear. Thank you!
this is the octane tutorial for this subject. so much info, perfectly spelled out. u r champion
My pleasure buddy!
Perfectly spelled out, save for the typo in the Title Card ;P
this is the best SSS tutorial out there fr, huge thanks for this mate
This is one of those tutorials I keep coming back to!
Hah actually me too, it's hard to know literally every single detail by heart.
best sss octane video thanks so much for your effort!
Awesome tutorial! Gotta be honest, I've been using octane for a couple of years now but I never went as in depth as you do in your tutorials. Love it. Keep it up!
Like I said dude most of the time you dont really need to know as much in-depth to make beautiful stuff. But it definitely helps to control your work better, especially if you're trying to achieve specific real life looks or dial in a specific style of material.
Mate, your tutorials are gold.
Dope! Time to make them titanium then!
Finally someone demistified SSS!
I've never been able to understand HOW to use it until this video. Thanks :D
That's amazing to hear!
Thanks so much for this Tutorial. I love the explanation of what SSS is, not just the means to achieve the look. In all your tuts the theory is critical to the learning and incredibly helpful.
Edit - Also a quick tip for any beginners like myself getting a black metallic look in their universal material instead of transmissive: As a first step, crush the float of the Metallic node down to zero before you set Albedo to black. Should get you that SSS look you're after.
Thank you so much!
Happy to hear that man, thats totally my pleasure!
And yes thank you for pointing it out, I mentioned it in the tut and also in some comments but it's always good to punch that out if people miss that out!
ua-cam.com/video/a8ByNWZLhRE/v-deo.html
Clearly a lot of effort was put into making this vide, which I really appreciate. Great tutorial. May the power of octane be with you.
Thank you my man. May it be with all of us.
Thank you! I'm coming from Redshift and this was exactly the kind of info I needed!
Glad to hear, this can definitely apply to any rendering engine
Oh boy my favourite type of material!
Yeah boyyyyyyy
Awesome tutorial with great explanation!
My pleasure dude
Wanna learn C4D x Octane? Then NewPlastic is the way to go 📢💯, if Ojeng ever makes a course on Octane I'm inn! 💯
Hah my man
I really love your channel and its graphic charter.
Very glad to hear that!
You're the man!!!! Wish your pack had paper SSS
Back at it with the good stuff! So awesome tut
Happy to see you here NIA!
AWESOME BRO!! THIS IS THE BEST SSS TUTORIAL NEVER SEEN
I guess that the most expensive cinema cameras like Arri or Sony Venice use some kind image processing since they absorb light a lot like everything in the world is SSS in albedo material, except reflection. Thank you for making this in depth tutorials.
this is exactly what I've been looking for!
Perfect!
Thanks a lot! I'm using Octane for Blender and could translate everything perfectly.
That's great to know!
Wow dude, this is fantastic.
Totally my pleasure brother.
Thanks for this!
Really appreciated
Absolutely my pleasure!
Grateful for you quality tutorials!
My pleasure!
I'm learning a lot with your tutorials. Thank you!!!!
So happy to hear it
Spelling mistake in thumbnail :)
Nice Video, thanks für high quality content 🙏🏻
Wow, dyslectic me thanks you for that.
Keep on with the great content! This provides so much value, I'm learning so much about Octane render on your channel!
Happy to hear that!
Amazing, thanks. Will buy your pack in support, as this video was invaluable.
Truly appreciate you my brother 🙏🏻🙏🏻
@@NewPlastic your tutorials are great. I learned so much. Also, I love your design elements and typography within the vid. Can’t wait for the next one, I’m subd now.
I fkn love you dude,. You are my Octane sensei
Love you too buddy!
Amazing work
Thanks boss.
Absolute legend
My guy
youd be surprised how many of these "possibly outside of real physics" colors actually exist in our world. I am a glass artist and many of the colors we use have the same properties and effects of colors around 8:00 in this video.
That's fucking incredible dude, can you point me to some references? As in, glass techniques or names of products or artists/manufacturers?
@@NewPlastic here is a piece made with a color that closely resembles the material at 8:00..it is made with a base color that is a translucent magenta but also has a silver content which provides the blueish haze ibb.co/NsbXHmX
This was so useful I guess it will change all the stuff I am making significantly.
In case you need an idea.
Idk what you think about a video on how to work from Daz to Marvelous to C4D without destroying everything cause there are just really old tutorials for that. Or about how to make a ponytail hair or other hairstyles 😊
Just an idea. I really enjoyed the Video thanks for teaching us so much
I'm slowly building up for a Marvelous designer tutorial. It'll be here!
As for ponytails, Yes I'll get into those type of hairstyles but I'll be doing some other types of tuts before going back to hair.
@@NewPlastic im Hyped to see it ☺️Marvelous designer is also pretty good and useful
Legend has it he never ca back later.
Oh but he did!
Mate you rock! The best explanation of Medium node so far!! So much appreciated!.. Liked, subscribed, added to favorites, downloaded to local PC in order not to lose such a marvelous material).. Thanks a lot! Greetings from Russia!)..
Hahaha if I ever lose this video I'll hit you up so you can send it to me
@@NewPlastic Noted!
Awesome! any tutorial on how to get the photorealistic light setups you do with your scenes?
I have a bunch of tutorials about setting up lights, feel free to check them out!
You should do an octane foam tutorial, a soft polyurethane foam that doesn't look greasy
so cool, man... would your materials works with Octane 2019, too? (it doesn't have RandomWalk SSS)
Some of them use the Scattering medium, so they would work. In most cases you could probably just changed the RandomWalk to Scattering and tweak it a little to get almost the same look.
So good man, really awesome!
Instant sub! So well explained, you are a great teacher!
I'm humbled!
New pack to buy
My man
great one! thanks!
My pleasure boss.
Wow man u are a GOD!!! Thanks for the tutorial!!!!
Thanks for Good tutorial. When i change albedo white to black. my material doesn't change to transmissive material... I did step by step...I don't know what did i miss :(
Hey, are you sure you turned off the Metalicness? If you have Metalic turned on it cancels the transmission
Bought pack on Gumroad, thank you!
No thank YOU buddy!
Hi, I got your SSS pack. I am getting tons of flickers when rendering it in an animation (just applied to simple primitive object). Is there a render setting that you recommend for animation?
First thing I would do is reduce the GI Clamp in the Kernel settings. Flickering happen when the GI clamp is too high. Try to also reduce the Specular Depth.
Thanks for the tutorial! I tried adding texture (roughness, normals, displacement) on the universal material, but seems like none of it shows up. (Tried adjusting projection/transform already). Have you run into this before?
What do you mean by none of it shows up? Like the maps don't have any effect?
Hi there, i'm struggling with diamonds...It lacks opacity. I use an index of 2.417 and dispersion 0.12, scatter is set on 64 in kernel and it tends to look like "flat" glass and quite often it doesn't even look like a diamond. Do you know a way to make a diamond look realistic? Thanks
DIamonds dont really need any scattering, so you dont need to up the scattering in the kernel.
Make sure your Transmission is set to Specular type and not Diffuse.
@@NewPlastic Hi, sorry I meant that specular is set to 64 in the kernel, not scatter : )
I will try to increase the index of refraction.
Thank you, new plastic and thank you for all the tutorials, they're very well done.
@@keng293 My pleasure! SIlverwing has a recent video about making diamonds maybe you should check it out
Thank you!!
You're welcome!
IOR is representing the speed of light inside the medium(object) every medium has different. the Higher the number the slower the light is traveling.
Thank u for this useful tutorial! Actually, I purchased ur sss pack and I tried to adapt some of materials to my 3d model. But half of those do not work like materials become black color when I render.( I use octane render ) Do u know what's the problem?
Hey, thanks for buying the pack! You probably have a very old Octane version which doesn't support the RandomWalk SSS nodes so they show as black. Use the latest Octane version and you'll be good! (Not just for the pack but there's many many things they improved and added)
While following this video, I found those exact settings of Scattering Medium don't work on my objects, which are 1:1 real life scale figurines about 4cm tall, materials look lighter and more transparent than the video. After some experiment, I found the Density parameter is correlated with the size of the object. I need to crank up the density to like 600 to match the video, of which I believe the objects are not in real life scale.
Yes absolutely, the objects in this scene are 2-4 meter tall, so it makes sense a 4cm tall object will have the light transmit through way quicker and not able to scatter it with the same settings. But that's the most important thing about this video buddy, absorbing the information and implementing it with your own vision.
I really love your channel and its graphic charter C:
Happy to hear that! Makes me want to make more of those graphics :)
Can you please make a tutorial on how you light up your scenes so beautifully?
Just uploaded the first part of the light tutorial series!
@@NewPlastic Awesome!
I'll definitely go watch it!
Top tutorial 🤓 thx
Thank you for tutorial!
But when I set Transmission Float as 1 and Albedo as Black, it's not transparent, it show as only black color :( what should I check..? anyone can help plz?
Hey, you have to turn off the Metallic all the way down for the transparency to work!
@@NewPlastic Thank you! Learned a lot from your tutorial;)
Loved this video!! It would be very nice if you can make an advanced mograph animation tutorial , no matter the length of the video we will definately watch and share it 👍
When you say mograph you mean the mograph tool or actual motion graphics in general?
@@NewPlastic motion graphics in general in c4d, but kinda something with fields and effectors , that intermedia c4d users can learn
Thanks!
Thank you so much!!
bought your pack!! thank you
having issues. it loads as an octane material but it doesnt look anything like the Hard Candy example. no displacement/bump or anything. im also on pathtracing
any chance you gotta do one like this for Redshift or you not using that at all?
I'm not using RS actually, I would probably incorporate it into the channel once I start using it tho.
But most of these are easily translatable to other engines cuz they all kinda work the same, just need to know how to get to the same nodes in other engines.
Hey, Awesome tutorial!
I just bought your Real life SSS pack. Everything excluding "RealSSS_Candles" works perfectly. I am using R25 and the latest Octane version. Should I change some settings for this to work as in the previews?
Thank you!
Damn I'm actually not sure how it works on 25. Let me check it out and get back to you
Very strange...when you play with settings in the SSS nodes, something happens. When I do it...nothing happens.
SSS is related to your scene scale so maybe your object is too big to see differences and you need to really huge large SSS numbers?
When I go to that gumroad page, I can't buy the product.
Let me know on IG if you still have an issue, we can do it manually
💗💗💗💗 niceee
Could you do a lighting and grading tutorial?
Yup, lighting tuts coming up real soon!
Great explanation. Although coming from other engines I wish the density was equivalent to some real world value. Unless you are not modelling at real world scale. I would think materials have a specifc property, milk, plastic etc must have a fairly standard starting point before we might play around with artistic variation.
100% agree, I'm guessing trying to match real physics molecular density might be more complicated than just dialing in a number. But yeah getting a sort of a simplified "average" number would definitely be helpful.
@@NewPlastic Like in Modo you specify absorption as a colour and a distance, which is easy. In Octane that translates to a colour and a density. I guess it might be more helpful if Otoy gave examples of approximate density equivalents to real world materials. Your materials look really good, it's a shame I'm not using C4D or I would buy that pack. If you were able to include screen shots of the settings I could reuse those in Standalone or in Octane for Modo. Would very happily pay for that.
@@angushume2054 OCtane's equivalent of distance is Radius I would say, and density is just an extra feature to add more complexity when combining everything. Honestly dude it's simpler than it looks, usually I just set albedo and radius, then just play with the density till it visually resembles what I need. Then if I need I go back to and play with radius length or color.
As I show in the tutorial, only time density really matters for me is when I use color in the Radius, that gives color light that initially penetrates the material but only up to 1cm (the number translated from the brightest color - white), then I lower density to make light penetrate more if I need to.
Thank you for the good information. I have one question for you. It's made from the same Universal, but my Material looks like a reflective material, not white, at first, and it doesn't become transparent at all when I add an option. What's wrong with it? I'd appreciate it if you could answer.
Hey, make sure to first turn off Metallic all the way down in the Universal material
@@NewPlastic Thank you for your reply. I unselected the metal material under Universal, but it's still not transparent, is it wrong?
@@limparang9694 After you brought down the Metallic to 0, make sure to make the Albedo black, then bring Transmission all the way up to 1. That should make it transparent.
Also, in Common tab check "Fake Shadows", it helps make the transparency more clear.
Also, make sure you're on Path Tracing kernel. That also helps with better refraction light calculations.
@@NewPlastic Wow, thank you for letting me know so kindly. Thanks to you, I solved the problem. Metallic was 1 so it didn't look transparent. After seeing your tutorial, my knowledge became more abundant. Thank you! I hope you have a great day today!
@@NewPlastic I'm sorry to keep asking you questions.
I entered the value as instructed in the tutorial of 6 minutes and 30 seconds, but mine is a bit murky and dark. How can I express the material white and clear?
I've started doing some sub surf but my results from picture viewer look darker and less translucent. can anyone tell me what problem is?
Matched all of his settings, including the extra instruction in the comments about setting Metallic to 0.
When I add an Absorption Medium like he does at around 4:25, my material stays completely transparent rather than becoming opaque like his does. The same is the case with the Scattering Medium. I can't find out what is going wrong.
One difference is that he's using C4D 24.037 while I am using C4D 21.115, not sure what version of Octane he's using but I have V4.05-R7
Have you figured out the issue? Are you sure you're on Path Tracing kernel? I don't think the C4D version has anything to do with it.
I have the same problem. Tried a lot. I scaled the project up and down, played with all numbers etc. But no matter how high I boost the Float Node up, the colour stays and the material stays transparent. If I ever figure out why it is like that I will report here ;). But thanks for the Tutorial. Still awesome!!
where to get randomwalk SSS?
i got it~ update octane
WOULD THIS APPROACH APPLY TO OCTANE FOR BLENDER ALSO?
Yup!
I want to purchase the ssspack but nothing happens when I click the purchasing button
Yeah sometimes Gumroad is buggy. Have you succeeded yet? If not contact me on Facebook and we can do it manually
a e s t h e t i c
r e t r o
Notification gang wassup 🤘
My guy
wow!!!!
Ashish!
Any tutorial for Octane Beginners ?
Hey, I actually just recommended someone these videos:
This is a great one by Arthur whitehead that goes over kernel settings, that’s what I watched when I first started octane: ua-cam.com/video/lejlE_rFa5g/v-deo.html
And here’s one by GSG that goes over a few tips on a better setup beyond kernel settings:
ua-cam.com/video/HI6Hy9S-scs/v-deo.html
@@NewPlastic Thankyou so Much Man
Can i do this on blender?
coming from blender cycles ... maybe just basic misunderstanding ... but even at a float value of 20 my object is object essentially glass ... not sure where im going wrong
.... make sure clay mode isnt turned on .... also my object needed density around 500+ to get a nice SSS effect.
Yup and that also very much depends on the size of your object and the Radius.
Please teach us X-Particles :)
It'll come. But I'm sure there's actual x-particles pros that can teach you much more than I can!
hi bro, i've message u but on patreon but no reply, please check the message
Thank you so much! Pleasure's all mine
I tras to Buy this but cant, sad
The pack? You still can't?
@@NewPlastic still, i try to buy 2 fabric things and skin, but sadly no
@@JojosBros Yeah it rarely happens but it does, hit me up on IG we can find a way
@@NewPlastic thank you, I use a new card and works perfect!
there's no such thing as Universal in my octane version,....
You're probably using Octane 3.07. It's the only version available cracked so I understand why you're using it if you can't afford Octane and you're trying to test it out, but the problem is that this version is about 6 years old and the 3D world is advancing quick.
3.07 is missing many many features that have been added in the last 6 years, and some of them are crucial to keep up with the high end 3D work you're trying to achieve.
Try to look up tutorials on mixing a glossy material with a diffused material to achieve a similar SSS effect. It's a bit messier but it should work.
@@NewPlastic I just used the path tracing method and did my own material, not as good as I wanted to be, but it works for now, and yes...I can't afford octane and neither program that I use, I just cracked the work with, but if I had the money I would bought it, the things here are more expansive than where you live
@@Nonobsolete I understand, you do what you can with what you can. Hopefully you'll work your way up get your skills up get some clients and start making money from it so you can get the new version!
Let me know if you have any more questions
Al inicio no entendo, y al final tampoco
lo siento pero los subtitulos no están bien sincronizados, la próxima vez voy a hacerlo mejor
@@NewPlastic El tutorial esta perfecto amigo! es un decir de lo complejo que es pero entretenido de ver :).
ayo first off lets talk physics
:)
Sid Lake is in the building ladies and gentlemen
@@NewPlastic hahaha bruhh 😂😂💖💖
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