WEEKS struggling, trying to make an animated cross section of a product with booleans, and now i find this "octane clipping material". I hate my life, but thanks man.
Thank you very much for your comment Nicolas. I know the pain wich boleans and cross sections! Though those also not always work with Octane as it struggles when you have intersecting poly walls (which often happens with more complicated CAD data of products. But other then that it's a great feature. Cheers and fingers crossed it works for your the next time you have an intersection task.
Super nice seeing you here Andreas. Great to hear that you basically had two for the price of one here ha ha. Cheers and thank you very much for your support. Much appreciated!
Ha nice, yeah, I did not know either for the longest time. But I do some round trips in Octane from time to time. I discover something new every time ha ha.
Your diamonds video actually led me here and this was exactly what I need right now for a project in which a glass hand squeezes into a glass ball with intersections in the fingers.
I want to say thank you from the bottom of my heart. In my country, you really can't find high quality tutorials like yours for free. I will study more and grow more while watching your tutorials and become the best motion grapher. And I feel the pleasure of sharing a lot of knowledge with people, and above all, I will always be grateful to you, and I promise to always be a good and powerful influencer like you.
Hey there and thank you so much. This is so nice reading this. So then all the best for your and a and to a great future as motion graphics artist! Cheers and an awesome Day to you ❤
Such a fantastic tutorial, Raphael. Thank you! You’ve been on quite a tear recently with all of these great Octane tips and it’s very much appreciated!
Thank you very much! Appreciate that you like them! I am trying to make a tutorial / quicktip every week right now, Next week I am on a small vacation so unfortunately no video there.
Hello friend, how about redoing this scene in Blender Cycles? Since we have the scene in octane, we could compare the results. My concern is mainly the nested dielectrics.
Hey hey. Thank you for your comment and your suggestion. I have also seen your comment on Patreon 🙌 I will think about it. Would be rather nice indeed. Cheers and a great start into the week to you!
i would never knew about it, and that was very very helpful friend... Suddenly the boole subtraction imperfections disappeared from my animations... thanks again ✌✌✌✌
Thanks, Raphael! Octane doesn't like coplanar polygons... that simple. Even with clipping material, clipping will produce artifacts on coplanar surfaces. This is something to lookout on Octane - not sure if the same applies to other render engines. Additionally: Nested dielectrics won't solve coplanar polygons problem, there should always be an offset in or out ("in" in case of nested).
Yeah I tried to explain exactly that. Sorry if I didn't do a good job with it. Maybe I should have used the word "coplanar" 🙌 I think every Renderer struggles with it. Basically the renderer would have to know what the user wants to make give the proper outcome.
Thanks for nice tutorial. Whats the best idea to keep space between glass and water, as you shown some keeps water in middle of glass or some very close... which is the best for good render...? Thanks.
If you do not want to use the nested dielectrics the best practice is to overlap the fluid slightly with the glass. Leaving air in between the fluid and the glass is not good. It leads to unrealistic results!
Thank you James. I made a video about the Photon Tracer. But you are right. It does not deal with animations. Its a very good idea to make a follow up video. Thanks for your input!
Very cool, can you show you some more of the new features for 2022. What bothers me a lot at the moment is that the octane random walk is not as good as the new redshidft random walk (redshift SSS is closer to Arnold). The octane random walk CG is too heavy and not real enough. Another very confused new version of octane hair material and redshift new version of hair, it is difficult to be illuminated by lights, it will be a bit dead and dark, this is easy to solve using the Arnold hair material in maya xg hair, and the default parameter melanin A value of 1 is very realistic and good-looking (unfortunately the CPU rendering is very slow and usually takes several hours to wait). In any case, I am very grateful for any tutorials that can be made with my heart, thank you for your selfless sharing, teacher!
Thank you very much. Also for your suggestions! Interesting to hear about Random Walk. I am still using the old SSS system mostly. Do you have any examples where the Arnold / Redshift SSS excels over Octane? In my small tests that I have made the multi scatter SSS approach of Octane mostly looked better and did not produce any of those edge darkening artifacts. But those tests were not limited to Random Walk. I will do some tests with it too ans see! Thanks again for your long message. Appreciate it!
@@SilverwingVFX The main reason I use Random Walk is to prepare for realistic character animation. This question is more important, but not so important (because I will switch redshift when octane can't achieve my expected effect, just a few days ago, redshift finally updated the Random Walk test and the results met expectations, but I still prefer octane ipr interaction , this very fast feedback result is used to build the scene) I can send the test results to the teacher with a video recording (but since the work is not completed, it cannot be disclosed, and my level is relatively poor, for fear of misleading people) If you agree, I will contact you electronically on Twitter, under the official homepage you provided, and send the test results (you can also decline, or not reply to this message).
@@hao8089 Hey, thanks again for your long and detailed answer! Ah so I guess its an issue where RS and Octane does not line up with the same settings. Yes you can contact me on Twitter or the old fashioned way by e-mail. The address is on my webpage too. Cheers and a great Day to you!
Curious if you have any suggestions on a problem I've having with a clipping material. I'm using a clipping material on a glass object that has a displacement map on it, the clipping material is working, but at certain angles I can still see the refraction of the displacement floating in the scene. Any idea why this might be or what I could do about it?
Hi there and thank you very much for your question. First of all, are you on the newest Octane. In Octane 2022 has some bugs with the clipping material were squished. But might very well be that you are encountering a Bug / Limitation with the displacement there. Unfortunately I have no other Ideas then trying to making the Ray Epsilon smaller and seeing if that helps. Usually going one magnitude smaller is good so e.g. from 0.001 to 0.0001 Hope this helps. If not, I would suggest contacting support! Cheers and a great Day to you!
@@SilverwingVFX appreciate the fast reply, I did some digging and it turned out it's an issue with texture displacement, I switched it to vertex displacement (with many many subdivides) and it worked!
It's very nice to have a proper guide for this. I was mixed up between the new and the old way to do that, reverting normals with nested dielectrics... I'm glad to have clear instructions now! I was happy with my scene (similar to yours) and decided to see how it would look like in the new photon kernel but... Apparently nested dielectrics don't work in this kernel yet? Or am I doing something wrong?
Hey Adrien. Thank you very much for your nice words! Appreciate it that you got some info out of it. About Photon Tracing. It should be working in there... I have just tried and it worked 😇
@@SilverwingVFX Maybe that's because it was a scene created in R26 / 2021 and then opened in R24 / 2022. The pathtracing works very well but as soon as I switch to Photon the glass becomes grey. Maybe I should try to build it from scratch.
Hi, another question that always bugs me: what if you have bubbles in the water? What would their priority be? Glass = 2 ; Water = 1 ; Bubbles = higher priority than the glass too? So, 3? Thank you so much, I always come back to your videos in order to make sure I did everything right :)
Hi there Adrien, nice seeing you here again. Thank you very much for your question! I usually leave Glass at 0 and go into the negative range. But to go with your example: Glass = 3, Bubbles = 2, Water = 1. Also make sure the air material has an IOR of 1.0 To get a hold of what has what priority, you can always think of what displaces what: Glass = Not displaced. Must have the highest priority. Water = Gets displaced by glass, air, and eventual Ice. So it must have a lower priority then all of these. Air = Gets displaced by glass. Displaces water end eventual Ice. Therefore the priority has to be just under that of the Glass. Ice = Gets Displaced by glass and air. Displaces water. Therefore has to have a priority lower then air and higher then water.
@@hdo-gd5tj I am quoting myself here as this is the best way to think about: "To get a hold of what has what priority, you can always think of what displaces what" I am giving air the highest priority in the video because I have an air bubble in the foot of the glass and therefore need the glass to be displaced by air. If the air bubbles were only inside of the water, then a lower priority then glass is fine. Hope this resolves your confusion.
@@hdo-gd5tj Thank you for your response. Very nice. About the Ray Epsilon. Usually with smaller Ray Epsilon values there are more details to be caught by the rays, therefore more work to calculate. So yes, I guess this is expected. It depends on your scene and therefore what a lower Ray Epsilon value might reveal if it means longer render times or not.
Redshift has auto Nested Dielectrics. So it sets the priority for you. I don´t think there's a way to influence that as a user. I might be wrong though.
@@SilverwingVFX ah alright. thanks for replying :) ye the way I'm doing it now is by making the liquid slightly smaller. I guess that works for now. Technically creates an air gap, but it's not really noticeable.
WEEKS struggling, trying to make an animated cross section of a product with booleans, and now i find this "octane clipping material". I hate my life, but thanks man.
Thank you very much for your comment Nicolas.
I know the pain wich boleans and cross sections!
Though those also not always work with Octane as it struggles when you have intersecting poly walls (which often happens with more complicated CAD data of products. But other then that it's a great feature.
Cheers and fingers crossed it works for your the next time you have an intersection task.
I'm "Ourson Welles" and I'm soooo happy you did this! Thank you so much :)
I came here for the glass rendering and learned about clipping materials - just what I needed. Cheers, mate. That's so helpful.
Super nice seeing you here Andreas.
Great to hear that you basically had two for the price of one here ha ha.
Cheers and thank you very much for your support. Much appreciated!
Man, as always, I learned so much about rendering and how the world works from your tutorial. Thank you so much for sharing your knowledge!
Thank you so much Volker. I really appreciate your compliments 🙌
To learning and discovering the world through different eyes 🤓
thank you! This is super useful even for someone who doesn't work with C4D and Octane
Hey hey,
super nice seeing you here. And even nicer that you like the tut 🙏🙌
Very much appreciate it 😊
That is great! I asked a feel days ago to Cornelius on his stream about the priorities! Thank you!
Nice you found some additional information here 🙂
Nice! I didn't even know the clipping material existed until watching this! I can already think of a bunch of uses for this!
Ha nice,
yeah, I did not know either for the longest time. But I do some round trips in Octane from time to time. I discover something new every time ha ha.
Your diamonds video actually led me here and this was exactly what I need right now for a project in which a glass hand squeezes into a glass ball with intersections in the fingers.
Oh, this is super nice to hear. All the best for your project!
i seriously cant thank you enough for starting quick tips again
Thank you very much!
I'm so happy with this tutorial. Thank you
Hi there. Thank you. I am happy that you are happy!
this is the most valuable content i've ever seen about octane on yt.thanks for sharing!
Oooh, that is nice to hear. Thank you so much for your awesome comment!
I want to say thank you from the bottom of my heart. In my country, you really can't find high quality tutorials like yours for free. I will study more and grow more while watching your tutorials and become the best motion grapher. And I feel the pleasure of sharing a lot of knowledge with people, and above all, I will always be grateful to you, and I promise to always be a good and powerful influencer like you.
Hey there and thank you so much. This is so nice reading this.
So then all the best for your and a and to a great future as motion graphics artist!
Cheers and an awesome Day to you ❤
feels like in college, and who said motion don't go technical😂 thank you @SilverwingVFX
I really hope college was fun for you though 😇 I always have been more on the technical side though 😅
Oh, thank you, Raphael!
Extremely helpful, thanks once again!
You are very welcome.
Such a fantastic tutorial, Raphael. Thank you! You’ve been on quite a tear recently with all of these great Octane tips and it’s very much appreciated!
Thank you very much! Appreciate that you like them! I am trying to make a tutorial / quicktip every week right now, Next week I am on a small vacation so unfortunately no video there.
Great again! Thank you!
☺ Thank you very much again!
Very interesting thanks! I love the content you output those days. Keep on going!
Hey, thank you very much. I am planning to keep on going if time allows it 😊
Excellent knowledge to share, thanks a lot!
Thank you very much! Glad you like it!
This is great! Thank you!
This was so helpful, thank you!
Thank you! Great vid!
Thank you very much! Great tutorial ;)
I didn't know Air had an IOF of 1, thats cool. I'll do all my air bubbles like that for now on!
Hey and thanks a lot.
Well I lied a bit... its 1.000293 or something like this. Vacuum has a IOR of 1. But that´s splitting hairs 😆
Great tutorial ❤
Thank you very much. Glad you liked it 🙌
thank you, great tutorial!
Thank you. Happy you like it!
Hello friend, how about redoing this scene in Blender Cycles? Since we have the scene in octane, we could compare the results. My concern is mainly the nested dielectrics.
Hey hey. Thank you for your comment and your suggestion.
I have also seen your comment on Patreon 🙌
I will think about it. Would be rather nice indeed.
Cheers and a great start into the week to you!
thanks dude!!!!!
You are very welcome. Glad you like it 🙌
i would never knew about it, and that was very very helpful friend... Suddenly the boole subtraction imperfections disappeared from my animations... thanks again ✌✌✌✌
@@charisbci7445 Thanks a lot for your insight. That´s super nice to hear. All the best to you, your projects and happy rendering 🙌
Thanks, Raphael! Octane doesn't like coplanar polygons... that simple. Even with clipping material, clipping will produce artifacts on coplanar surfaces. This is something to lookout on Octane - not sure if the same applies to other render engines.
Additionally: Nested dielectrics won't solve coplanar polygons problem, there should always be an offset in or out ("in" in case of nested).
Yeah I tried to explain exactly that. Sorry if I didn't do a good job with it. Maybe I should have used the word "coplanar" 🙌 I think every Renderer struggles with it. Basically the renderer would have to know what the user wants to make give the proper outcome.
@@SilverwingVFX Naaa... you did great! I wrote this comment before the video finished. I should have waited.
@@fernandolardizabal458 I´m relieved thank you 🙌
Thanks for nice tutorial.
Whats the best idea to keep space between glass and water, as you shown some keeps water in middle of glass or some very close... which is the best for good render...? Thanks.
If you do not want to use the nested dielectrics the best practice is to overlap the fluid slightly with the glass.
Leaving air in between the fluid and the glass is not good. It leads to unrealistic results!
@@SilverwingVFX Yes, its clear, thanks man.
Would love a tutorial on the new photon kernel - my caustics are never temporarily stable
Thank you James. I made a video about the Photon Tracer. But you are right. It does not deal with animations.
Its a very good idea to make a follow up video. Thanks for your input!
Very cool, can you show you some more of the new features for 2022.
What bothers me a lot at the moment is that the octane random walk is not as good as the new redshidft random walk (redshift SSS is closer to Arnold). The octane random walk CG is too heavy and not real enough. Another very confused new version of octane hair material and redshift new version of hair, it is difficult to be illuminated by lights, it will be a bit dead and dark, this is easy to solve using the Arnold hair material in maya xg hair, and the default parameter melanin A value of 1 is very realistic and good-looking (unfortunately the CPU rendering is very slow and usually takes several hours to wait). In any case, I am very grateful for any tutorials that can be made with my heart, thank you for your selfless sharing, teacher!
Thank you very much. Also for your suggestions!
Interesting to hear about Random Walk. I am still using the old SSS system mostly.
Do you have any examples where the Arnold / Redshift SSS excels over Octane?
In my small tests that I have made the multi scatter SSS approach of Octane mostly looked better and did not produce any of those edge darkening artifacts. But those tests were not limited to Random Walk. I will do some tests with it too ans see! Thanks again for your long message. Appreciate it!
@@SilverwingVFX The main reason I use Random Walk is to prepare for realistic character animation.
This question is more important, but not so important (because I will switch redshift when octane can't achieve my expected effect, just a few days ago, redshift finally updated the Random Walk test and the results met expectations, but I still prefer octane ipr interaction , this very fast feedback result is used to build the scene)
I can send the test results to the teacher with a video recording (but since the work is not completed, it cannot be disclosed, and my level is relatively poor, for fear of misleading people)
If you agree, I will contact you electronically on Twitter, under the official homepage you provided, and send the test results (you can also decline, or not reply to this message).
@@hao8089 Hey, thanks again for your long and detailed answer!
Ah so I guess its an issue where RS and Octane does not line up with the same settings.
Yes you can contact me on Twitter or the old fashioned way by e-mail. The address is on my webpage too.
Cheers and a great Day to you!
Curious if you have any suggestions on a problem I've having with a clipping material.
I'm using a clipping material on a glass object that has a displacement map on it, the clipping material is working, but at certain angles I can still see the refraction of the displacement floating in the scene. Any idea why this might be or what I could do about it?
Hi there and thank you very much for your question.
First of all, are you on the newest Octane. In Octane 2022 has some bugs with the clipping material were squished.
But might very well be that you are encountering a Bug / Limitation with the displacement there. Unfortunately I have no other Ideas then trying to making the Ray Epsilon smaller and seeing if that helps. Usually going one magnitude smaller is good so e.g. from 0.001 to 0.0001
Hope this helps. If not, I would suggest contacting support!
Cheers and a great Day to you!
@@SilverwingVFX appreciate the fast reply, I did some digging and it turned out it's an issue with texture displacement, I switched it to vertex displacement (with many many subdivides) and it worked!
Does clipping material work with volumes? Like Octane VDB?
Very good question. I had to try myself and am sad to report that NO, it does not work!
It's very nice to have a proper guide for this. I was mixed up between the new and the old way to do that, reverting normals with nested dielectrics... I'm glad to have clear instructions now! I was happy with my scene (similar to yours) and decided to see how it would look like in the new photon kernel but... Apparently nested dielectrics don't work in this kernel yet? Or am I doing something wrong?
Hey Adrien. Thank you very much for your nice words!
Appreciate it that you got some info out of it.
About Photon Tracing. It should be working in there... I have just tried and it worked 😇
@@SilverwingVFX Maybe that's because it was a scene created in R26 / 2021 and then opened in R24 / 2022. The pathtracing works very well but as soon as I switch to Photon the glass becomes grey. Maybe I should try to build it from scratch.
@@oursonwelles Maybe try copy and pasting the scene into a fresh C4D file. Sometimes that works!
Btw, this was a ray epsilon issue. Of course it was 🤦🏻♂️
Hi, another question that always bugs me: what if you have bubbles in the water? What would their priority be? Glass = 2 ; Water = 1 ; Bubbles = higher priority than the glass too? So, 3? Thank you so much, I always come back to your videos in order to make sure I did everything right :)
Hi there Adrien, nice seeing you here again. Thank you very much for your question!
I usually leave Glass at 0 and go into the negative range. But to go with your example:
Glass = 3, Bubbles = 2, Water = 1. Also make sure the air material has an IOR of 1.0
To get a hold of what has what priority, you can always think of what displaces what:
Glass = Not displaced. Must have the highest priority.
Water = Gets displaced by glass, air, and eventual Ice. So it must have a lower priority then all of these.
Air = Gets displaced by glass. Displaces water end eventual Ice. Therefore the priority has to be just under that of the Glass.
Ice = Gets Displaced by glass and air. Displaces water. Therefore has to have a priority lower then air and higher then water.
@@SilverwingVFX What a nice explanation! Thank you, it makes total sense when you say it like that. Have nice day :)
@@oursonwelles Thank you. Glad I could be of help. A great start into this week to you too!
@@hdo-gd5tj
I am quoting myself here as this is the best way to think about:
"To get a hold of what has what priority, you can always think of what displaces what"
I am giving air the highest priority in the video because I have an air bubble in the foot of the glass and therefore need the glass to be displaced by air. If the air bubbles were only inside of the water, then a lower priority then glass is fine. Hope this resolves your confusion.
@@hdo-gd5tj Thank you for your response. Very nice.
About the Ray Epsilon. Usually with smaller Ray Epsilon values there are more details to be caught by the rays, therefore more work to calculate. So yes, I guess this is expected.
It depends on your scene and therefore what a lower Ray Epsilon value might reveal if it means longer render times or not.
I can hear only my own GPU fans... 38° outside :D :D Not sure what temp is inside, but a bit less anyways, at least for now. .
Ha ha ha. Great comment. Yeah it has been a hot Summer here too.
Hope it´s gotten a bit cooler for you now 🥵🌵
anyone know how to do this in the redshift materials?
Redshift has auto Nested Dielectrics. So it sets the priority for you. I don´t think there's a way to influence that as a user. I might be wrong though.
@@SilverwingVFX ah alright. thanks for replying :)
ye the way I'm doing it now is by making the liquid slightly smaller. I guess that works for now. Technically creates an air gap, but it's not really noticeable.
@@JanReuser If it works for you 🙌 In my experience, for most renderers, overlapping the fluid with the glass geo is the closer to reality result.
@@SilverwingVFX Cool thanks I'll compare it next time :) 👍
ach so: "Flüssigkeit im Glas". Sag das doch! :-D
😆😇
++
Very powerull!Thanks!
Thank you very much. Glad to heat that ✨