The Big Brother is obviously watching me. There is no other reason why could YT always know what i want right now as the tutorial aid. Huge thanx for this information - that'll help me very much in my current project! Merry Xmas and a Happy New Year as well of course!
@SilverwingVFX great tut, do you know of a way to use this technique or similar to get the Toon outlines ( outline colour ) as an AOV pass? I cant find a solution.
Hey Matt, thank you very much for your comment. Unfortunately I do not. The only way that comes to mind is to use a falloff shader in a gradient. But that only really works with objects that are sort of round. As I am focused more on photorealism I do not know a lot of those NPR rendering techniques unfortunately.
@@SilverwingVFX No problem thanks for replying. Ill try figure it out. It sort of works with your technique in a way in that if you plug a RGB spectrum into the Capture Texture connection it recognises the outlines of the toon ( but its then in the render which is not what I want ) but if you plug a RGB spectrum into the Override connection it makes the whole surface a solid colour in the Custom AOV pass. Very annoying.
As far as I can tell I've repeated your process exactly but I'm getting a white alpha for the whole object, no information about the texture I'm piping in? I've set the octane tag to custom AOV2, set the capture AOV to custom AOV 2, enables it in the octane render settings. Material node is simple, Image texture - Capture AOV - Gradient - Diffuse. Strange
Hey there and thank you for your question. By setting the octane object tag to AOV two you chose the whole object to be a matte. Therefore not revealing any other AOVs that might come in through the nodes. Basically you have two AOVs on top of each other!
Thanks for all and merry Xmas !!💫
The Big Brother is obviously watching me. There is no other reason why could YT always know what i want right now as the tutorial aid. Huge thanx for this information - that'll help me very much in my current project! Merry Xmas and a Happy New Year as well of course!
This is very interesting. Maybe you are telepathic. No big brother here... Ha ha ha!
Though this is super nice to hear! Appreciate your kind words!
Thank you for sharing so much knowledge this year!
Bro I just wanna say a huge thanks. This is like a video manual and im learning so much even though ive been using octane for years. Please dont stop!
Hi Glider, thank you very much for your kind words. I am glad to hear that you like my content. I definitely have planned to keep those up.
Great one! I didn't know about it. Thank you! Happy Holidays Raphael!
Thank you. Great to hear the vid provided something new 🙌
Supererb! Thank you :)
Thank you 🙏🙌
These AOVs are really handy. Well implemented IMO.
Thanks Raphael!
Yeah. Its good to know about them. They can come in handy 🙌
ive been gone a while but im back and ready for more amazing tips! so informative and concise. tysm
Hey, very nice seeing you here. Thank you for coming back to watch my vids!
What a video to call it a year! Thanks for your work, there's been a TON of knowledge bombs dropped here. Happy Holidays and Merry Christmas!
Thank you so much for your kind words. Very much appreciate it! Merry Christmas and a happy New Year to you!
Thanks for the great tutorial!
And thank you for your comment. I really appreciate you like it 🙏✨
Please don't stop these tips videos
Thank you very much. I try to keep those up :-)
Thank you so much for this.
You are very welcome!
Great tips as always! Wander if you could make quickish tips about new octane nodes and features.
Hey there. Thank you very much.
I put that idea on my list. This probably needs a couple of tutorials.
@SilverwingVFX great tut, do you know of a way to use this technique or similar to get the Toon outlines ( outline colour ) as an AOV pass? I cant find a solution.
Hey Matt,
thank you very much for your comment. Unfortunately I do not.
The only way that comes to mind is to use a falloff shader in a gradient. But that only really works with objects that are sort of round.
As I am focused more on photorealism I do not know a lot of those NPR rendering techniques unfortunately.
@@SilverwingVFX No problem thanks for replying. Ill try figure it out. It sort of works with your technique in a way in that if you plug a RGB spectrum into the Capture Texture connection it recognises the outlines of the toon ( but its then in the render which is not what I want ) but if you plug a RGB spectrum into the Override connection it makes the whole surface a solid colour in the Custom AOV pass. Very annoying.
As far as I can tell I've repeated your process exactly but I'm getting a white alpha for the whole object, no information about the texture I'm piping in? I've set the octane tag to custom AOV2, set the capture AOV to custom AOV 2, enables it in the octane render settings. Material node is simple, Image texture - Capture AOV - Gradient - Diffuse. Strange
Hey there and thank you for your question. By setting the octane object tag to AOV two you chose the whole object to be a matte. Therefore not revealing any other AOVs that might come in through the nodes. Basically you have two AOVs on top of each other!
@@SilverwingVFX Thanks for the response!
@@umpfdesign9468 I hope it helped 🙌
thank you so much for everything you share
You very welcome!