I can't thank you enough for sharing your technique for this. I wanted to ask you when I saw your render, so happy about this ! Your work is crazy good
Wait why did you put the sampling rate to 2048? The sampling rate in Octane does not mean that light gets those samples. It means it gets X amount MORE samples than OTHER lights. You can put a million there and there won't be a difference if you have 1 light. You put your sample count in the actual octane render settings: so for example 1024 in pathtracer. Then if you have two lights and you put light A on sample rate on 4 and light B on 1 sample rate, Octane will divide those 1024 samples across those lights, with light A getting 4X as more samples than light B. You mentioned you got a lot of noise with a second light. That may be because you added a second light which defaults on sample rate of 1, so one gets 2048(!) more samples than the other one, which makes the light from the second lights incredibly noisy.
Hi! I've watched lots of your tutorials. They are great! I am thinking of subscribing on Patreon. I just wanted to say that I keep seeing you put 2048 samples rate in the settings of an area light. But what really does this setting is the importance of this light. If you have several lights each one having "1" samples rate. It means Octane would render them equally. If three of them are set to "1" and another one set to "2", it means Octane would put more resources and passes into this light with "2". There is no need to put 2048. If you were right. Then the default setting would be 128 samples or 16000, not just 1. Love your tutorials. Have a great day!
Hey man, thankyou I appreciate the support. Due to what you are meaning with light importance and the way I generally structure my scenes I aim to render most of my renders with 2048 samples. I usually match up every light to the same sample rate, I did it with one light in the scene in this case out of workflow habit incase I added more lights. Don't think it would make much difference if I were to do 1000 or 100, just a habit. I often find the cleanest images always come from every light having the same sample rate above 1.
I render on 2x 3080's and I run 128gb of Ram, which is overboard for what I do I didn't notice a huge difference between 32gb and 128gb but it definitely saves me in some situations. CPU is a Ryzen 3900x which probably needs an upgrade soon as well but I never notice any issues with 12 cores.
Thanks for all the support on this tutorial so far! A couple of notes regarding things I forgot to cover during recording: - When sending off to render add a second level to the subdivision (render), otherwise the geo will have a lot of prominent banding from not enough segments. - Motion Blur in Octane can crash this quite frequently I'd suggest doing it in post. - To reduce long render times invest in Topaz and render in 720 and upscale. With a render like this you can get away with it very easily. (UPDATE) - 2024 SCENE VERSION - www.patreon.com/posts/cinema-4d-2024-91820532?Link& EDIT: Me and H1Sound have collabed on a sound pack to boost your renders even more, you can get a discount and a demo pack on my Patreon - www.patreon.com/posts/h1-x-sketchy-vol-91352089?Link& Many thanks
I can't thank you enough for sharing your technique for this. I wanted to ask you when I saw your render, so happy about this ! Your work is crazy good
I will translate this workflow to blender. nice video
Woah, besides the insane visual, this looks so satisfying to make. So cool.
beautiful tutorial!
when I export as Alembic and merge back in, it still has all of the layers from cloner where yours is merged into just one. This is awesome BTW.
Thankyou! Make sure "Merge Generated" Is ticked on the alembic export settings!
It’s strange, but it’s as if in the C4D 2024 version the cloth simulation works differently
It’ll most likely just be force value tweaks
AGREED!
I came across the same thing. Have you found the reason?
My cloth is pretty "stiff" as well. Very odd
www.patreon.com/posts/cinema-4d-2024-91820532?Link&
love it, so much fun playing around with
Thank you!
Fantastic! Glad to see Octane render getting some ❤
Wait why did you put the sampling rate to 2048?
The sampling rate in Octane does not mean that light gets those samples. It means it gets X amount MORE samples than OTHER lights.
You can put a million there and there won't be a difference if you have 1 light.
You put your sample count in the actual octane render settings: so for example 1024 in pathtracer.
Then if you have two lights and you put light A on sample rate on 4 and light B on 1 sample rate, Octane will divide those 1024 samples across those lights, with light A getting 4X as more samples than light B.
You mentioned you got a lot of noise with a second light. That may be because you added a second light which defaults on sample rate of 1, so one gets 2048(!) more samples than the other one, which makes the light from the second lights incredibly noisy.
I set all lights to the same samples. 2048 out of habit. Even if I put one light I will set it to that incase I duplicate it.
Hi! I've watched lots of your tutorials. They are great! I am thinking of subscribing on Patreon. I just wanted to say that I keep seeing you put 2048 samples rate in the settings of an area light. But what really does this setting is the importance of this light. If you have several lights each one having "1" samples rate. It means Octane would render them equally. If three of them are set to "1" and another one set to "2", it means Octane would put more resources and passes into this light with "2". There is no need to put 2048. If you were right. Then the default setting would be 128 samples or 16000, not just 1. Love your tutorials. Have a great day!
Hey man, thankyou I appreciate the support. Due to what you are meaning with light importance and the way I generally structure my scenes I aim to render most of my renders with 2048 samples. I usually match up every light to the same sample rate, I did it with one light in the scene in this case out of workflow habit incase I added more lights. Don't think it would make much difference if I were to do 1000 or 100, just a habit. I often find the cleanest images always come from every light having the same sample rate above 1.
Keep it up brotha only getting better!
Thank you 🙌🏻
Insane!!!
Cool stuff bro! 🔥🔥🥵🥵
Keep it on!! 👊👊
Hi. I'm tried saving to Alembic but when I imported it it comes separately? Yours seems to be one object. Maybe I did something wrong?
There’s a setting called merge generated when you export the alembic make sure that’s ticked
@@Sketchyvisuals oh okay. Thanks!
Love your tutorials btw! I want to get a new computer and curious to know what you use and what spec? I want to ask an expert
I render on 2x 3080's and I run 128gb of Ram, which is overboard for what I do I didn't notice a huge difference between 32gb and 128gb but it definitely saves me in some situations. CPU is a Ryzen 3900x which probably needs an upgrade soon as well but I never notice any issues with 12 cores.
You're awesome man thank you!@@Sketchyvisuals
🔥🔥🔥
2023, the year of flying cloth.
Nobody can stop the flying cloth
haha for sure, any guesses what will be THE thing for 2024?@@Sketchyvisuals
@@lukas-personal RBD simulations
Thanks for all the support on this tutorial so far!
A couple of notes regarding things I forgot to cover during recording:
- When sending off to render add a second level to the subdivision (render), otherwise the geo will have a lot of prominent banding from not enough segments.
- Motion Blur in Octane can crash this quite frequently I'd suggest doing it in post.
- To reduce long render times invest in Topaz and render in 720 and upscale. With a render like this you can get away with it very easily.
(UPDATE) - 2024 SCENE VERSION - www.patreon.com/posts/cinema-4d-2024-91820532?Link&
EDIT: Me and H1Sound have collabed on a sound pack to boost your renders even more, you can get a discount and a demo pack on my Patreon - www.patreon.com/posts/h1-x-sketchy-vol-91352089?Link&
Many thanks
Redshift PLEASE!!!
On it