Thank you. *bragging mode on* Well the 3 x 3090 help to make it resolve fast. Though of course they "only" help to render faster not with updating the live viewer. This has always been a strength of Octane. And RS unfortunately seems to struggle more and more with newer builds (at least on C4D)
The speed of Octane is quite good now too - maybe it's just able to leverage new hardware but after testing RS for a few weeks after 3.5 came out I'm sticking with Octane. Silverwing helps make that decision easier - thanks for sharing your knowledge!
Sehr cool, zuerst dachte ich ja Video ist nichts für mich, bzw. das brauch ich nie, aber die Sache mit dem Light-Spill muss ich regelmäßig in der Post machen, das ist echt genial. Danke
Awesome! i've been getting such good results out of Octane, I hadn't even bothered looking at this stuff.. now i know i missed out :) time for a revisit!! I have to remind everyone, in the standard renderer on c4d, with some good lighting i can knock out almost any little motion graphics project in no time, i go to do the same in Octane, it looks amazing but even with expensive graphics cards i still find myself waiting a long time even with a well optimised scene and shaders etc.... Love octane, awesome tool, This is brilliant, i will try the colour correction on an interior render, but i do love the old standard renderer and all those shaders i have for normal c4d, i am slowly remaking them for octane, When you changed your render engine!! 5 years later i am still converting old shaders !!!
Hey there and thank you for your comment. To each its own. If you have a good workflow with the standard / advanced renderer and your happy with the results. Then that´s great. Go for it. I know it can be quite fast in certain situations. Cheers and a great time to you and happy Switching!
Great examples of use of Rayswitch. Have used it a lot with Opacity properties with 0-1 values. Didn't know you could introduce color values in other properties channels!! Really interesting and extremely usefull! Thanks, Raphael!!
Thanks for shining a light on this perhaps often overlooked Octane feature with some great use cases. You gave me a solution to a recent problem I've had with the Area Light disappearing completely when using Spotlight Distribution. Really finding your quick tips very useful and informative, and your explanations and examples are thorough and clear. Otoy should hire you to make official tutorials!
Hey thanks a lot for your kind words. There are just so many small useful nodes there that make for a really nice quick tip 🙂 About an Otoy hire. I like my freedom having to answer to no one. But who knows what the future brings.
tried to play with it to kill shadows before but it didn't work and there's not much documentation about it, thanks a lot for this! Totally underlooked feature.
Thank you very much. You probably already know but to be safe: For killing shadows connect the ray switch to the opacity and then set the shadow ray slider to 0. Cheers and appreciate your Comment and Retweet.
@@SilverwingVFX this may seem less sexy to newbies, but it's very useful in production. Keep em coming like Thanos said, any kind of 'unbiased' technique with octane is very welcome as you can guess.
Thanks for your video! Is there any way to use this or something similar to create a mask from lights? For example, I have a falloff, and I want to remove it from the non-lit side of a sphere. Need help to think how to do this.
Hi and thank you very much for your question. Unfortunately to my knowledge there is no way to get lighting information inside the shader for now. I think we agree that this would be a neat and very handy thing to have. The only way I can think about soft of hacking it, is by using vertex maps and C4Ds fields to sort of get the light direction to a shader via the vertex map. This is a hack of course and might or might not work for your scene.
Great work . Been investigating weird super low settings for interesting effects and this could be handy. Would like info on portal material if it has any uses or modes, I see a lot of others starting to use GGX energy preserving and universal as a base for everything. Drivers seems to be a big issue ATM too.
Thank you! In my limited testing with the portal material I only noticed improvements in a couple of fringe cases with very small windows / portals. So I usually don´t use them. About materials. As I am always striving towards optimization I usually use the "Old" materials such as Glossy and Specular and only Switch to Universal and Composite when I really need it. In terms of GGX its much the same. I always use GGX, but Energy Preserving only if materials have very high roughness values e.g. above 0.5 - 0.7 p.s. If you are using a lot of assets / scans with PBR textures, using the Universal Mat is more or less essential. Drivers indeed seem to be a big issue. Its a fight between what works best for Redshift, Unity, Octane and other apps and its a horrible state for content creators!
I think "real" photographers often remove the light spill of their interior photos in Photoshop to get it a cleaner look. Doing it directly in Octane is a thing that absolutely makes sense in my opinion.
@@SilverwingVFX God Rays, Volumetric Lighting, Sun Beams, like when you get a VDB volume and shine a focused light through it; All those terms seem to be interchangeable when describing it.
@@SilverwingVFX I find it strange that nobody has any idea what I'm talking about when I try to describe them but they are what you call, God Rays, or Light Shafts, like when you make the light super small and super bright, and put a gobo in the displacement and shoot it through a vdb Volume. Just going over the best way to optimize that would be great, at least for me.
@@Clemyfourtwenty Ah yeah I get you. Just did not understand "Direct Light rays" as this is usually describing "Camera Rays" or lighting without GI. As you might have already noticed there is not a lot you can do to optimize I´m afraid. I know some Artists that render volumes in RS, because they render a lot faster there (there are single bounce though) I´m always hoping for a new light transport algorithm that makes Octane volumes faster. Especially around small light sources.
@@SilverwingVFX If Octane Volumes were faster that would be amazing, and also around small light sources. I hope the Photon Mapping helps, perhaps they will release it in 2022! Perhaps a tutorial on what VDB volumes are under the hood, and what is happening when rays transport through them would be interesting for people.
@@SilverwingVFX I am and i think i am not alone. Look i have been folowing you for a long time. you are my 1 of 4 favorite tutors and i can say that i've learned from you. Found a way to deal with your ultra long TIPS (hour +) with a simple hack. video Speed x 1.75 - 2.. I can't stress how much your deep dives are helping with the rate of change in the softwares in general. For instance i was brutally scared of ACES until i survived your video. wount say the cliche "keep em comming" rather saying THANK YOU for 5 minutes. Resepect !
Not sure what you ate talking about!? If you talking about how to get the software: www.maxon.net/en/buy home.otoy.com/render/octane-render/subscriptions/
Thanks for the tutorial, it really works. I have a problem, I can remove the reflection of another object in the reflection, but if I have 3 objects, I can remove the reflection of one object and keep the other one, is there any way to do that? Such as Arnold (ua-cam.com/video/ps8za2ooJhU/v-deo.html), octane osl there a way to achieve it
Hey there and thank you for your nice words. What you are searching for is light linking / trace sets / light path expressions. Since Octane comes from an "unbiased" background, where it strictly behaved like real world and you could not pull any tricks, this is still inherent in some areas of the program. While I am sure it will be possible at some point. Excluding a reflection from one object, but not from another is not yet supported.
You’re making octane look quite appealing again. That viewport performance is pretty amazing compared to redshift!
come to the dark side and.. bring the whole team with u haha
When I first used 3D rendering in 2019, I found Octane‘s viewport performance to be much better than the RS
Thank you. *bragging mode on* Well the 3 x 3090 help to make it resolve fast.
Though of course they "only" help to render faster not with updating the live viewer. This has always been a strength of Octane.
And RS unfortunately seems to struggle more and more with newer builds (at least on C4D)
The speed of Octane is quite good now too - maybe it's just able to leverage new hardware but after testing RS for a few weeks after 3.5 came out I'm sticking with Octane. Silverwing helps make that decision easier - thanks for sharing your knowledge!
This is the best explanation of ray switch I've ever seen! EPIC quick tip!
Oh boy what a nice comment. Highly appreciated!
Sehr cool, zuerst dachte ich ja Video ist nichts für mich, bzw. das brauch ich nie, aber die Sache mit dem Light-Spill muss ich regelmäßig in der Post machen, das ist echt genial. Danke
Cool zu hören, dass Du dennoch was mitnehmen konntest 💪
Your channel is the best! So much useful information I have never seen before. Thank you so much, I really appreciate your work ❤️
Oh man, thanks so much. Your comment means a lot!
Just bought soft soft! So excited to get started!!
You're a godsend Raphael. Thanks
Oh man. Thank you so much. Really nice to hear that!
Awesome! i've been getting such good results out of Octane, I hadn't even bothered looking at this stuff.. now i know i missed out :) time for a revisit!! I have to remind everyone, in the standard renderer on c4d, with some good lighting i can knock out almost any little motion graphics project in no time, i go to do the same in Octane, it looks amazing but even with expensive graphics cards i still find myself waiting a long time even with a well optimised scene and shaders etc.... Love octane, awesome tool, This is brilliant, i will try the colour correction on an interior render, but i do love the old standard renderer and all those shaders i have for normal c4d, i am slowly remaking them for octane, When you changed your render engine!! 5 years later i am still converting old shaders !!!
Hey there and thank you for your comment.
To each its own. If you have a good workflow with the standard / advanced renderer and your happy with the results. Then that´s great. Go for it. I know it can be quite fast in certain situations.
Cheers and a great time to you and happy Switching!
You don't know what huge help you have did brother. Thanks a lot🤘🏻
That´s so nice to hear!
Thanks a lot and a great time to you 😊
Great examples of use of Rayswitch. Have used it a lot with Opacity properties with 0-1 values.
Didn't know you could introduce color values in other properties channels!! Really interesting and extremely usefull!
Thanks, Raphael!!
Thank you very much Fernando.
Glad to hear you find it useful!
He strikes again...amazing!!!!!
Hey, thanks a lot. Much appreciated!
One of the most important ones, great!
Thank you very much Nick. Great to hear you like it!
Awesome Quick Tip! You rocks man!! Thank you for sharing it!
Hey Zotake. Thank you very much for your nice comment. Appreciate it!
just finished making my first track! thanks bro for all the help with learning soft soft. much love
Yes this one was really epic !
Thanks a lot 🙏 😊
You are amazing, thank you so so much for sharing this!! I had no idea about this gem of a node!
Hey Nina. Super nice seeing you here. Thank you for your kind words. Have fun switching ☺
"Rayswitch - happy switching for all the people!" Great and fun presentation, you really sold it at the end ;)
Ha ha. Thanks. I appreciate that you like the presentation 😃
Wow!! Thanks for this knowledge bomb drop !!
You very welcome!
Thanks for shining a light on this perhaps often overlooked Octane feature with some great use cases. You gave me a solution to a recent problem I've had with the Area Light disappearing completely when using Spotlight Distribution. Really finding your quick tips very useful and informative, and your explanations and examples are thorough and clear. Otoy should hire you to make official tutorials!
Hey thanks a lot for your kind words. There are just so many small useful nodes there that make for a really nice quick tip 🙂
About an Otoy hire. I like my freedom having to answer to no one. But who knows what the future brings.
@@SilverwingVFX Yeah, I can understand the freedom perspective. I'm just happy that you put these things out here. Much appreciated!
masterclass tips as always - thank you sensei
And thank you for your nice comment!
BAH! This is so cool! Really smart! Thank you for this!
Thanks Gabriel. Much appreciated 😊
because in the intro for example I want to make an acoustic soft, but later I want to make a distortion or any other effects in that sa
Absolutely!!
Powerful!
u rock buddy keep them coming :)
Thank you Thanos. Much appreciated!
So cool 😎
tried to play with it to kill shadows before but it didn't work and there's not much documentation about it, thanks a lot for this! Totally underlooked feature.
Thank you very much. You probably already know but to be safe: For killing shadows connect the ray switch to the opacity and then set the shadow ray slider to 0.
Cheers and appreciate your Comment and Retweet.
@@SilverwingVFX this may seem less sexy to newbies, but it's very useful in production. Keep em coming like Thanos said, any kind of 'unbiased' technique with octane is very welcome as you can guess.
Thanks for your video!
Is there any way to use this or something similar to create a mask from lights? For example, I have a falloff, and I want to remove it from the non-lit side of a sphere. Need help to think how to do this.
Hi and thank you very much for your question.
Unfortunately to my knowledge there is no way to get lighting information inside the shader for now. I think we agree that this would be a neat and very handy thing to have.
The only way I can think about soft of hacking it, is by using vertex maps and C4Ds fields to sort of get the light direction to a shader via the vertex map. This is a hack of course and might or might not work for your scene.
This is really useful! Thanks mate!
Very nice to hear that. Thank you!
DUDE thankyou!
You are very welcome 🙌
Great work . Been investigating weird super low settings for interesting effects and this could be handy. Would like info on portal material if it has any uses or modes, I see a lot of others starting to use GGX energy preserving and universal as a base for everything. Drivers seems to be a big issue ATM too.
Thank you!
In my limited testing with the portal material I only noticed improvements in a couple of fringe cases with very small windows / portals. So I usually don´t use them.
About materials. As I am always striving towards optimization I usually use the "Old" materials such as Glossy and Specular and only Switch to Universal and Composite when I really need it. In terms of GGX its much the same. I always use GGX, but Energy Preserving only if materials have very high roughness values e.g. above 0.5 - 0.7
p.s. If you are using a lot of assets / scans with PBR textures, using the Universal Mat is more or less essential.
Drivers indeed seem to be a big issue. Its a fight between what works best for Redshift, Unity, Octane and other apps and its a horrible state for content creators!
It's RAYSWITCH!
👆👆👆👆
It's like "how to make everything fucked up to make it look beautiful"
😂Indeed
I think "real" photographers often remove the light spill of their interior photos in Photoshop to get it a cleaner look. Doing it directly in Octane is a thing that absolutely makes sense in my opinion.
Yay I always wanted to learn about this, do a tutorial on Direct Light Rays!
Thank you very much.
About your request. I´m at a loss... Are you taking about the direct lighting kernel?
@@SilverwingVFX God Rays, Volumetric Lighting, Sun Beams, like when you get a VDB volume and shine a focused light through it; All those terms seem to be interchangeable when describing it.
@@SilverwingVFX I find it strange that nobody has any idea what I'm talking about when I try to describe them but they are what you call, God Rays, or Light Shafts, like when you make the light super small and super bright, and put a gobo in the displacement and shoot it through a vdb Volume. Just going over the best way to optimize that would be great, at least for me.
@@Clemyfourtwenty Ah yeah I get you. Just did not understand "Direct Light rays" as this is usually describing "Camera Rays" or lighting without GI.
As you might have already noticed there is not a lot you can do to optimize I´m afraid. I know some Artists that render volumes in RS, because they render a lot faster there (there are single bounce though) I´m always hoping for a new light transport algorithm that makes Octane volumes faster. Especially around small light sources.
@@SilverwingVFX If Octane Volumes were faster that would be amazing, and also around small light sources. I hope the Photon Mapping helps, perhaps they will release it in 2022! Perhaps a tutorial on what VDB volumes are under the hood, and what is happening when rays transport through them would be interesting for people.
haha that's insane!
Thanks a lot 😊
OTOY & Ahmet Oktar MUST EMPLOY YOU TO DEMO THEIR PRODUCT !!!
Ha ha thanks a lot. I see your comments getting more enthusiastic with every video 😊 That´s great to see 🥳
@@SilverwingVFX I am and i think i am not alone. Look i have been folowing you for a long time. you are my 1 of 4 favorite tutors and i can say that i've learned from you.
Found a way to deal with your ultra long TIPS (hour +) with a simple hack. video Speed x 1.75 - 2..
I can't stress how much your deep dives are helping with the rate of change in the softwares in general. For instance i was brutally scared of ACES until i survived your video.
wount say the cliche "keep em comming"
rather saying THANK YOU for 5 minutes.
Resepect !
Lmao see you in the metaverse
I noticed that too ... And I got pissed tf
Yep
haters guna hate.
✌
How can I get softs na please
Not sure what you ate talking about!?
If you talking about how to get the software:
www.maxon.net/en/buy
home.otoy.com/render/octane-render/subscriptions/
problems and than volu automate the boi cuz I didn’t know how to sidechain. My one buddy produces riddim and he legit saw my daw
or is it for soft pro or sotNice tutorialng
Hey there, thanks I guess. Though I was not able to decipher much of your comment 😇
I have pro tools 12.5 wNice tutorialch I bought back in 15 and It is really nightmare DAW for my soft creation. I have powerful computer but
Well yeh besides that but i nver need to anyway
ITS RAY SWITCH hahaa
Yes it is 😄
Thanks for the tutorial, it really works. I have a problem, I can remove the reflection of another object in the reflection, but if I have 3 objects, I can remove the reflection of one object and keep the other one, is there any way to do that? Such as Arnold (ua-cam.com/video/ps8za2ooJhU/v-deo.html), octane osl there a way to achieve it
Hey there and thank you for your nice words.
What you are searching for is light linking / trace sets / light path expressions. Since Octane comes from an "unbiased" background, where it strictly behaved like real world and you could not pull any tricks, this is still inherent in some areas of the program.
While I am sure it will be possible at some point. Excluding a reflection from one object, but not from another is not yet supported.
Dear all new producers - don’t give up on that hope of making good soft
software try to learn new tNice tutorialngs and go outside of your comfort zone. I just watch UA-cam videos to get better. And don’t be afraid to