Thanks for this Raphael. I didn't know it was a new thing on C4D. I can assure you that we've had this for quite some time in 3dsmax. My only "complaint" is that it's limited to 3 UV sets, since Max's UVW modifier can have up to 99 different UV map channels. BUT Using @Wolfnimations technique, practically you can make this endless when baking a set (of 3) and using that texture again as a new map - and repeat. Cascading down to whichever number of textures and lables that you wish for. Great work! thanks again. 🏁🏁🏁🏁
Thank you very much for your nice comment! Yeah. In C4D in general this was possible before. But Ahmet used UVsets for other things to hack stuff into the plugin that were not supported in the Octane Core in the past. Stuff such as Vertex maps. But now that it is supported natively those things could be freed up and actually used with their original purpose. 99 would be really nice to have. I am not sure how many C4D supports natively. But a lot more then 3 at least. If I have more decals for objects, I usually use the material stacking method in C4D Octane, or use the method I show first in the tut where I just transform the logo into place. Though, as I also say in the video, this takes a lot of time and also is not really easy to recreated if you ever export your asset to a new 3D package. I will have a look at tech beak down technique you are mentioning. Sounds interesting! Cheers and a great start into this week!
Hi Raphael, another great and inspirational tutorial- thank you! I would definitely love you to do a simple UV unwrap tutorial using Rizom. The current tutorials on it are either a bit dated or not very clear to understand. Your syringe model is perfect just to understand the workflow with simple shapes. Cheers!
This feature is also very useful for texture baking. Where previously I had to export the model from C4D to Blender to do the texture baking with multiple UV Maps there. For example if you have a model that has a messed up uv set you can unwrap a new one and bake the old textures onto the new set by defining the UV ID to bake the textures onto.
Ha, that's very interesting. I have not thought of that. I had a question like this a very long time ago. Back then as I thought about it, something like what you are saying came into my mind. But Octane was not supporting it in C4D. Not sure if baking from the same object is doable in Octane. So bake the info from one UV set to another... Might be worth a try 😇 Cheers and thank you vor your comment and a great start into the week to you 🙌
Oh haha the funniest thing happened, I just finished a big project that I was working on this entire month for 3D packaging designs, I noticed the new UV set parameter and was wondering if it did what it does, but then I figured I better not start wandering in uncharted territory being on a schedule. As a result I was hitting my 11GB Vram limit for this project, as I had to make 10 - 15k normal, opacity, and displacement maps, as the whole object needed to be done with a single UV as opposed to divide it into several sets and you lose a lot of UV space to nothing kinda, and these 3D packaging where a single piece of geometry, so had to export low res maps for all maps for octane to handle it lol, ah well now I know. Cheers!
Hey Zenovelia, Oh my, that sounds like a lot of pain with your project 😬 I guess for your project a feature like the UDIM workflow might be a even more elegant solution. But yeah. At least now you can have two extra UV maps (3 all together) to give logos and decals a bit more resolution at if they only span a smaller area of your objec. Cheers and thank you very much for your positive feedback and your story 🙌
@@SilverwingVFX ah you're right! I watched one tutorial but it wasn't explained well so assumed it wasn't worth the time investment. From now on I'll know to rely on Silverwing tutorials primarily 🙃
Ohhh, so many checkered flags. Thank you so much 🙌✨🏁✨🙌 I love my Blender and Octane. Hopefully I will be able to contribute much more in the future. There is always a bit of a time constraint. Especially if I have some jobs besides making Tuts. But I'll do my best to keep it up 😊
Hey and thank you very much for your comment. Sorry to hear that Octane seems to heave problems on a Mac 🥲 The good news is that yes, Redshift supports multiple UVs. Actually they support it for a rather long time and also more then 3. I think it's around 16 different UV maps or so 🙌
hello hello Raph, this is super useful and way more intuitive compared to using things like texture tiles or UV transforms, I recently (3 days ago) used this method on a book model I made, however, I didn't know you could drag the texture inside the c4d uv editor and for the texture to keep its proportions, I thought it'll just get squared so I just did the fit to canvas thing and let my texture fill the 0,1 0,1 automatically the best thing about the UV sets is that you can do more things (well, not more, but more easily than udims) and keep your node graph accessible without needing to insert excessive comments during handovers I saw a few comments mentioning baking sets onto one another, i wonder how would that go since never used octane baking, I usually do these through substance designer/painter, i also tried transfer functions within C4D I think it's called vamp? I forgot it was some time ago, the results were fine, not perfect but passable, this could be a user error, but I remember the normals were great, it was for a specific use case (transferring CAD normals back onto an unwrapped CAD model) but the new area weighted normals work perfectly for cad stuff so I never revisited the tool I hope Otoy increases the number of 🏁s supported I like what you did with the Patreon section, and yeah I didn't notice that you didn't change the camera at all haha! I hope you're having a good week 🌟
Hey Zaidi. In old fashion thank you for your long and fruitful comment 🙌 Nice that you already using this method. For me it really depends on what I am actually going to do. In C4D what I also do a lot (at least if the Object is not deforming [because then you really need UVs to make the texture stick]) Using the material stacking method. About the Baking. I still have to try that my self in Octane. I personally only used Octane Baking to bake out 3D Noises to UVs that then can be used on deforming Geometry. I make a tut about that once. Maybe you remember. I do not own Substance at the moment. I could not bear to add yet another subscription to my already large plate. Also I have s gripe with Adobe on their handling. I was using the Rent to Own model when Substance still was owned by Algorithmic. But was not fast enough to cache in the Owning license when Adobe bout them. So when I checked in they told me... sorry, there is nothing we can do. I know how to work with it, but I am slowly loosing knowledge. I have thought about getting the perpetual version over Steam.... Maybe I should do that! About VAMP. For the longest time it worked only if you have one UV island. Which is a ridiculous limitation. I think I remember hearing that they updated Vamp in one of the more recent C4D versions. So it might be better then it used to be now. And yeah, a couple more UV spaces would be great. But at least in C4D we for the first time have access to them at all. So that's a good thing. I am glad you liked the Patreon section ✨ I did not change it much, so I guess you are talking about the color indications? Cheers and a fantastic rest of the week to you! Raphael
@@SilverwingVFX, of course, you're welcome 🙌 using the octane to bake noises is smart, I'm probably going to incorporate that in my process, I never thought about it before, I probably saw the video while I wasn't at my desk and forgot to try, I don't really remember but I'll definitely check it out I was about to mention the Steam version of Substance, I'm using a subscription myself I'm happy that the people I work for reimburse me for it, but I too should get it on Steam probably👀 yeah they did update it twice I think once in 2023 and a more recent one in 2024 if I remember correctly and you don't need to have UVs at all since UVs now is only a one of the options in the tool, they renamed it to property transfer yes the new color highlights/indications, nice touch thanks brother, Cheers!
I have some questions I would like to consult you for example, the substitution application of octane and c4d, which cannot have node groups like blender and have many different materials, but I need to change their color binding one, and I can pay for other changes. Thank you
Hey hey, sorry there seems some things lost in translation here. I only can understand fractions of what you want to do. You can gladly ask me those things. If you find my email address on my website you can mail them to me and I will see what I can do!
Hey there and thanks for your question. C4D can handle more then two UV. I do not know, where the limit is, if there is one at all. Octane on the other hand has a limit of 3 UV sets. This not only goes for C4D but also other apps such as Blender Octane.
As always, great work! The only thing you could improve is the sound, your voice is too bassy making it poorly intelligible. But that's just a suggestion, you do a great job anyway! 😊
Ohhhh thank you very much for your Super Thanks. That's awesome. Also thank you for your suggestion! I always filter out lower frequencies. Maybe this is not enough. I will have a look at it again 🙌
Thanks for this Raphael. I didn't know it was a new thing on C4D. I can assure you that we've had this for quite some time in 3dsmax. My only "complaint" is that it's limited to 3 UV sets, since Max's UVW modifier can have up to 99 different UV map channels.
BUT
Using @Wolfnimations technique, practically you can make this endless when baking a set (of 3) and using that texture again as a new map - and repeat. Cascading down to whichever number of textures and lables that you wish for.
Great work! thanks again. 🏁🏁🏁🏁
Thank you very much for your nice comment!
Yeah. In C4D in general this was possible before. But Ahmet used UVsets for other things to hack stuff into the plugin that were not supported in the Octane Core in the past. Stuff such as Vertex maps. But now that it is supported natively those things could be freed up and actually used with their original purpose.
99 would be really nice to have. I am not sure how many C4D supports natively. But a lot more then 3 at least.
If I have more decals for objects, I usually use the material stacking method in C4D Octane, or use the method I show first in the tut where I just transform the logo into place. Though, as I also say in the video, this takes a lot of time and also is not really easy to recreated if you ever export your asset to a new 3D package.
I will have a look at tech beak down technique you are mentioning. Sounds interesting!
Cheers and a great start into this week!
Happy to see some Blender Octane love
Thank you very much. Yeah I am trying to give it some love. Hopefully there will be much more of that in the future 🙌
I'll cast a vote for a Rizom tutorial along with my 🏁 😄
Thank you very much Joe 🙌✨🏁✨🙌
I think I will do that next. Since I will probably not manage to finish the PCB project this week 😇
Hi Raphael, another great and inspirational tutorial- thank you! I would definitely love you to do a simple UV unwrap tutorial using Rizom. The current tutorials on it are either a bit dated or not very clear to understand. Your syringe model is perfect just to understand the workflow with simple shapes. Cheers!
Thank you very much for your nice comment and for letting me know you are interested in a Rizom UV tut 🙌 Much appreciated ✨
This feature is also very useful for texture baking.
Where previously I had to export the model from C4D to Blender to do the texture baking with multiple UV Maps there.
For example if you have a model that has a messed up uv set you can unwrap a new one and bake the old textures onto the new set by defining the UV ID to bake the textures onto.
Ha, that's very interesting. I have not thought of that.
I had a question like this a very long time ago. Back then as I thought about it, something like what you are saying came into my mind. But Octane was not supporting it in C4D.
Not sure if baking from the same object is doable in Octane. So bake the info from one UV set to another... Might be worth a try 😇
Cheers and thank you vor your comment and a great start into the week to you 🙌
Oh haha the funniest thing happened, I just finished a big project that I was working on this entire month for 3D packaging designs, I noticed the new UV set parameter and was wondering if it did what it does, but then I figured I better not start wandering in uncharted territory being on a schedule.
As a result I was hitting my 11GB Vram limit for this project, as I had to make 10 - 15k normal, opacity, and displacement maps, as the whole object needed to be done with a single UV as opposed to divide it into several sets and you lose a lot of UV space to nothing kinda, and these 3D packaging where a single piece of geometry, so had to export low res maps for all maps for octane to handle it lol, ah well now I know.
Cheers!
Hey Zenovelia,
Oh my, that sounds like a lot of pain with your project 😬
I guess for your project a feature like the UDIM workflow might be a even more elegant solution.
But yeah. At least now you can have two extra UV maps (3 all together) to give logos and decals a bit more resolution at if they only span a smaller area of your objec.
Cheers and thank you very much for your positive feedback and your story 🙌
@@SilverwingVFX ah you're right! I watched one tutorial but it wasn't explained well so assumed it wasn't worth the time investment.
From now on I'll know to rely on Silverwing tutorials primarily 🙃
🏁🏁🏁 Thanks for another great video 🏁🏁🏁 Thank you so much for continuing blender + octane content.
Ohhh, so many checkered flags. Thank you so much 🙌✨🏁✨🙌
I love my Blender and Octane. Hopefully I will be able to contribute much more in the future. There is always a bit of a time constraint. Especially if I have some jobs besides making Tuts. But I'll do my best to keep it up 😊
Thank you! I would love a tutorial on uv unwrapping in c4d.
Thank you very much for your comment. The UVing tut just dropped 😇
ua-cam.com/video/55OA5Ly8awc/v-deo.html
🏁 great, thank you!
Hey Yassin,
Nice seeing your comment here. I hope you are doing well!
Thank you and a fantastic start into the week to you 🙌✨🏁✨🙌
🏁Awesome, Raphael!!🏁
Didn't read about multi UVs on latest update!
Thanks for the heads up!!
Hey Fernando.
Thank you very much It's always a joy seeing your comments.
Love to see those 🙌✨🏁✨🙌
thanks for reminder me to update new version - now that a worthy update :3
Ha ha, you are very welcome.
Hope you have fun with the new version 🙌
Wow! Finally!
Ha ha ha indeed. At least in C4D. In Blender it was working all along 😇
Great video Raphael! Can the same thing be done with Redshift? Octane crashes too much for me on the Mac :(
Hey and thank you very much for your comment. Sorry to hear that Octane seems to heave problems on a Mac 🥲
The good news is that yes, Redshift supports multiple UVs. Actually they support it for a rather long time and also more then 3. I think it's around 16 different UV maps or so 🙌
Very good tutorial thanks a lot!
Hey there Josef. Very nice seeing your comment here. And even nicer to read that you like the tut 🙌
hello hello Raph, this is super useful and way more intuitive compared to using things like texture tiles or UV transforms, I recently (3 days ago) used this method on a book model I made, however, I didn't know you could drag the texture inside the c4d uv editor and for the texture to keep its proportions, I thought it'll just get squared so I just did the fit to canvas thing and let my texture fill the 0,1 0,1 automatically
the best thing about the UV sets is that you can do more things (well, not more, but more easily than udims) and keep your node graph accessible without needing to insert excessive comments during handovers
I saw a few comments mentioning baking sets onto one another, i wonder how would that go since never used octane baking, I usually do these through substance designer/painter, i also tried transfer functions within C4D I think it's called vamp? I forgot it was some time ago, the results were fine, not perfect but passable, this could be a user error, but I remember the normals were great, it was for a specific use case (transferring CAD normals back onto an unwrapped CAD model) but the new area weighted normals work perfectly for cad stuff so I never revisited the tool
I hope Otoy increases the number of 🏁s supported
I like what you did with the Patreon section, and yeah I didn't notice that you didn't change the camera at all haha! I hope you're having a good week 🌟
Hey Zaidi. In old fashion thank you for your long and fruitful comment 🙌
Nice that you already using this method.
For me it really depends on what I am actually going to do. In C4D what I also do a lot (at least if the Object is not deforming [because then you really need UVs to make the texture stick]) Using the material stacking method.
About the Baking. I still have to try that my self in Octane. I personally only used Octane Baking to bake out 3D Noises to UVs that then can be used on deforming Geometry. I make a tut about that once. Maybe you remember.
I do not own Substance at the moment. I could not bear to add yet another subscription to my already large plate. Also I have s gripe with Adobe on their handling. I was using the Rent to Own model when Substance still was owned by Algorithmic. But was not fast enough to cache in the Owning license when Adobe bout them. So when I checked in they told me... sorry, there is nothing we can do.
I know how to work with it, but I am slowly loosing knowledge. I have thought about getting the perpetual version over Steam.... Maybe I should do that!
About VAMP. For the longest time it worked only if you have one UV island. Which is a ridiculous limitation. I think I remember hearing that they updated Vamp in one of the more recent C4D versions. So it might be better then it used to be now.
And yeah, a couple more UV spaces would be great. But at least in C4D we for the first time have access to them at all. So that's a good thing.
I am glad you liked the Patreon section ✨
I did not change it much, so I guess you are talking about the color indications?
Cheers and a fantastic rest of the week to you!
Raphael
@@SilverwingVFX, of course, you're welcome 🙌
using the octane to bake noises is smart, I'm probably going to incorporate that in my process, I never thought about it before, I probably saw the video while I wasn't at my desk and forgot to try, I don't really remember but I'll definitely check it out
I was about to mention the Steam version of Substance, I'm using a subscription myself I'm happy that the people I work for reimburse me for it, but I too should get it on Steam probably👀
yeah they did update it twice I think once in 2023 and a more recent one in 2024 if I remember correctly and you don't need to have UVs at all since UVs now is only a one of the options in the tool, they renamed it to property transfer
yes the new color highlights/indications, nice touch
thanks brother, Cheers!
nice one, again. thank You. 🏁
Ohhh thank you 🥇
Great to hear that you like it ✨🏁✨
I have some questions I would like to consult you for example, the substitution application of octane and c4d, which cannot have node groups like blender and have many different materials, but I need to change their color binding one, and I can pay for other changes. Thank you
Hey hey,
sorry there seems some things lost in translation here. I only can understand fractions of what you want to do.
You can gladly ask me those things. If you find my email address on my website you can mail them to me and I will see what I can do!
😍😍😍
Much appreciated. Glad you seem to like my videos 🙏😊🙌
🏁
🙌✨🏁✨🙌
Is c4d allowed to set only two UVs
Hey there and thanks for your question.
C4D can handle more then two UV. I do not know, where the limit is, if there is one at all.
Octane on the other hand has a limit of 3 UV sets. This not only goes for C4D but also other apps such as Blender Octane.
As always, great work! The only thing you could improve is the sound, your voice is too bassy making it poorly intelligible. But that's just a suggestion, you do a great job anyway! 😊
Ohhhh thank you very much for your Super Thanks. That's awesome.
Also thank you for your suggestion! I always filter out lower frequencies. Maybe this is not enough. I will have a look at it again 🙌
Is c4d allowed to set only two UVs