Great as always, thanks bud! What I like to do when putting decals onto complex geometry is similar to your last approach, but instead of using shrink wraps, I simply cut out a portion of the original mesh (either whole polys or by booleans) and UV unwrap this extra geometry. Then I use the displacer to give it some distance to the original mesh, just as you did.
Hey Sari, thank you very much for your comment. Great to hear that you liked it. The method you describe is also really cool. And probably very fast when you have to do a lot of decals 🙌 Thank you for letting us know ✨
Once I saw one of your videos pop up I have to stop everything I do and learn something new with Octane! Hope you get better Sr, and thank you for your knowledge!
Hey Peter. Thank you very much for your nice comment. Really appreciate it! It might take some time still to make a Rizom Video. In the meantime you can check out the great starter videos by John Dickinson over at Rizoms UA-cam channel.
Thanks so much for making all these quick tips Raphael, I always learn a massive amount from each one and it's always the info that is so hard to find when searching and time is short 😅
Ohhh, thanks so much for your nice words. That´s super nice to hear. Yeah I know how it is. Tight deadlines then stuff breaks and you have to find a solution 😇 So hopefully there are many more useful tips to come! To at least take care of many of the Octane "How to´s"
Hi Raphael, I'm a 3ds Max user, and our dev isn't as committed as Ahmet, but one workaround I've found for mitigating the projection problem of octane decals is to use a gradient generator with border set to clamp value - like a sphere or a square, plug that into color correct node with contrast maxed out(so as to make a sharp edge), create an xyz projection with 'world' as it's transform, and link a helper's transform(or a point or a dummy, whatever you call that in C4D) to the transform settings of the 3D transform node of the octane XYZ projection node. Then plug the color correct node into the mask of a mix texture/mix mat/composite mat and move the helper to the position where you want decal to be visible. It's very similar to Unreal's RVT texture approach but with a bit more work involved.
Thank you very much for your long comment and sharing your method with us. I think this is is another variation of the projection method where I used vertex maps to mask the projections? Cheers and a great time to you!
@@SilverwingVFX Hi, I think I wasn't clear enough so I've decided to make a video to explain myself. I understand it's a bit late now but I was working the entire week and only managed to find some time today. Link here: ua-cam.com/video/iK3mUxt2MFE/v-deo.html
@@lifeelf Hey, thank you very much for the effort of making a video. Indeed I did not comprehend what you were on about. Looks like a great approach! Thank you for sharing it with us 🔥
Another way is to take a screenshot of the whole keyboard from top view, use that in illustrator to design your key fonts, import that image back with same aspect ratio to a plane, and transfer the uvs to the keys from the plane. big fan of your work and what u do with octane!
Thank you for your comment. I just used what is known and I had at hand. Just showing how to do different decal types for all sort of products / situations. You are right that it would be tedious to do that in the shown ways for a whole keyboard 👍
Hey Silverwing! I post it here because it's the video that comes out when you search for RNDR on your channel. I just saw the video from Mr Dammrich about ORBX exporting, and I wonder if you could make a video about the way Dino Muhic says you can do it (using commandline). I myself have tried to make it work, but with no luck. Would be a great resource IMO. Thank you for your dedication
Hey hey, The script from Dino Muhic is using the old, deprecated workflow of exporting ORBX files (that Cornelius shows in the beginning of his Video). It still works for a lot of scenes, but it has its problems and the new Workflow is highly recommended!
To my knowledge blending modes are only supported on a "texture / color" level. Once in a BSDF you can only blend (A over B) This is because modes like Add / Multiply BSDFs in most cases break physical behavior of materials.
Hi, could you cover how to add disstress or damage to decals at some point as well? I'm curious to know if there's different tactical approaches to it.
Hi. Late to the Party, but i have found no other video going deeply into this. I am trying to use a mixmaterial and some decals on top. That doesnt work and i need to know if there is a workaround (creating a huge asphalt texture with some cracks etc.)
Hey there. Yeah. Mix Materials are not working. But you can convert those into a Blend / Composite Material. Then they will work. Disadvantage is that you have multiple material every material is it´s own ecosystem. There is nothing linked from the outside. So with mix mats the practical thing is, you can change one aspect in a linked material and it would show up in every mix that its linked into. But with Composite Materials you would have to go in every single one of them and change that aspect for them individually. You can convert a Mix into a Composite by having the Main Mix material selected then going in to the live Viewer "Materials" menu and hit "Convert Materials"
Hi and thank you very much for your comment. All the methods should work with C4D R15 to C4D 2023 And also with older Octane versions. e.g. Octane 2018 Did you experience any problems?
@@SilverwingVFX nope!! I just heard that shift double-click is just double-click (just my English proficiency issue..). I'm watching cornelius dammerich's twitch these days, and seeing you is always a pleasure and a wonder at the same time. These days, thanks to all of you, I really enjoy studying Cinema4d and Octane. Thank you silverwing!!!
@@mansujeon Great you could resolve the issue. Appreciate you watching my tuts even if they are not your native language! Cheers happy shading and a good time to you!
Hey there, nice seeing you here. This could have also a Materials Gotcha from last week. Maybe I make a rev2 once I am through all my Gotcha´s and collect the valuable input from you guys. But now to answer your question: The only way to make it work is to have the displacement of both material combined and added in the Blend / Composite directly. Displacements added to the sub mats are not piped though. Must be a UI mistake that those materials have Displacement slots. Good catch!
4:20 Wait. I know the result will be pretty much the same but aren't you supposed to open up the node editor of the simple material and just click "Convert to sub_material". Seems like it's the correct way of doing this. Sorry for being nitpicky :)
Yes very true. Sorry if I missed to mention that in the video 😇 You can convert your mix material to a blend / composite material. You do not have those external materials anymore but it works with Stacking again!
@@SilverwingVFX Oh really? This is odd. Poor Octane. Thought, the "UV set" adjustment (numeric) inside the texture projection node let us chose another UV tag. If not, for what is this for? I removed the "UDIM" possibility in my previous post. Cause it would not be really helpful...
What the teacher talks about is all practical information and details. Thank you so much.
Great as always, thanks bud! What I like to do when putting decals onto complex geometry is similar to your last approach, but instead of using shrink wraps, I simply cut out a portion of the original mesh (either whole polys or by booleans) and UV unwrap this extra geometry. Then I use the displacer to give it some distance to the original mesh, just as you did.
Hey Sari,
thank you very much for your comment. Great to hear that you liked it.
The method you describe is also really cool. And probably very fast when you have to do a lot of decals 🙌 Thank you for letting us know ✨
Not all heroes wear capes.
Thanks again !
Thank's so much Noki. Much appreciated 🙌✨
Glad you are Ok now
Hey, thank you very much for your nice comment. Much appreciated!
Once I saw one of your videos pop up I have to stop everything I do and learn something new with Octane! Hope you get better Sr, and thank you for your knowledge!
Hey thanks a lot for your nice comment! That´s so nice to hear. Thank you for your support!
Fantastic video as always! Looking forward to your Rizom tips video that you mention in the beginning.
Hey Peter. Thank you very much for your nice comment. Really appreciate it!
It might take some time still to make a Rizom Video. In the meantime you can check out the great starter videos by John Dickinson over at Rizoms UA-cam channel.
@@SilverwingVFX oh thanks for the tip I haven't seen those yet. I only saw Digital Meat's materials which were excellent. Have a great weekend!
Thanks again, Raphael! Always more than 3 ways to do something with C4D + OCT!
Glad you are ok!
Cheers!
Hey there Fernando. Very nice seeing your comment here. Much appreciated!
Really cool, thanks. That Shrink Wrap method is awesome
Thank you.
Yeah I am using that shrink wrap method to place warning signs on a wall of a current project at the moment.
Thank you SiverwingVFX for all the amazing tips !!! Love u man !
Hey David. Thank you very much for your nice comment. Highly appreciate it!
thank you for your videos,really helpful!
Thank you for your comment. Great to hear you like them 🙌
The best tutorial for this topic. Thank you 🙏 Subbed
Thank you very much for your kind words and the subscription.
Very much appreciated 🙏🙌
Such a wealth of knowledge - thank you for your hard work putting these tips together.
Hey, thank you so much for your nice comment Evan! This is what makes me carry on 🙂
Thanks as always for the wonderful knowledge. You're the man!
Thank you very much Cole. I very much appreciate your kind words!
NICE TUTORIAL❤❤❤
Thank you very much!
Thanks so much for making all these quick tips Raphael, I always learn a massive amount from each one and it's always the info that is so hard to find when searching and time is short 😅
Ohhh, thanks so much for your nice words. That´s super nice to hear. Yeah I know how it is. Tight deadlines then stuff breaks and you have to find a solution 😇
So hopefully there are many more useful tips to come! To at least take care of many of the Octane "How to´s"
Hi Raphael, I'm a 3ds Max user, and our dev isn't as committed as Ahmet, but one workaround I've found for mitigating the projection problem of octane decals is to use a gradient generator with border set to clamp value - like a sphere or a square, plug that into color correct node with contrast maxed out(so as to make a sharp edge), create an xyz projection with 'world' as it's transform, and link a helper's transform(or a point or a dummy, whatever you call that in C4D) to the transform settings of the 3D transform node of the octane XYZ projection node. Then plug the color correct node into the mask of a mix texture/mix mat/composite mat and move the helper to the position where you want decal to be visible. It's very similar to Unreal's RVT texture approach but with a bit more work involved.
Thank you very much for your long comment and sharing your method with us.
I think this is is another variation of the projection method where I used vertex maps to mask the projections?
Cheers and a great time to you!
@@SilverwingVFX Hi, I think I wasn't clear enough so I've decided to make a video to explain myself. I understand it's a bit late now but I was working the entire week and only managed to find some time today. Link here:
ua-cam.com/video/iK3mUxt2MFE/v-deo.html
@@lifeelf Hey, thank you very much for the effort of making a video. Indeed I did not comprehend what you were on about. Looks like a great approach!
Thank you for sharing it with us 🔥
hes back baby
Ha ha. Yes he´s back, back again 🙂
@@SilverwingVFX looking forward to seeing more from you!
@@bulba1561 Thank you. I am doing my best to deliver weekly content 🙂
Thank you so much for your tutorials! It would be very interesting to know how you create lighting, it just looks AMAZING!
Thank you very much for your nice comment and your suggestion. I will add it to my list of possible topics.
Brilliant & useful as always 🙏🏾 thank you Raphael
Yay. Thanks a lot for your nice comment. So much appreciated!
amazing approach!!! thank you!
thank you very much
Thank you also. Much appreciated!
Another way is to take a screenshot of the whole keyboard from top view, use that in illustrator to design your key fonts, import that image back with same aspect ratio to a plane, and transfer the uvs to the keys from the plane. big fan of your work and what u do with octane!
Thank you for your comment. I just used what is known and I had at hand. Just showing how to do different decal types for all sort of products / situations.
You are right that it would be tedious to do that in the shown ways for a whole keyboard 👍
Hey Silverwing! I post it here because it's the video that comes out when you search for RNDR on your channel.
I just saw the video from Mr Dammrich about ORBX exporting, and I wonder if you could make a video about the way Dino Muhic says you can do it (using commandline).
I myself have tried to make it work, but with no luck.
Would be a great resource IMO.
Thank you for your dedication
Hey hey,
The script from Dino Muhic is using the old, deprecated workflow of exporting ORBX files (that Cornelius shows in the beginning of his Video).
It still works for a lot of scenes, but it has its problems and the new Workflow is highly recommended!
❤❤❤❤
Keep the excellent stuff Mate
Thank you so much for your support Omar!
Wrap cool method)
Fantastic, thank you. Question : is there a way to blend stacked materials? Like multiply?
To my knowledge blending modes are only supported on a "texture / color" level. Once in a BSDF you can only blend (A over B) This is because modes like Add / Multiply BSDFs in most cases break physical behavior of materials.
Hi, could you cover how to add disstress or damage to decals at some point as well? I'm curious to know if there's different tactical approaches to it.
Thank you very much for your input. That´s a good idea. I will write that on my list.
Cheers and a good time to you!
Hi. Late to the Party, but i have found no other video going deeply into this.
I am trying to use a mixmaterial and some decals on top. That doesnt work and i need to know if there is a workaround (creating a huge asphalt texture with some cracks etc.)
Hey there. Yeah. Mix Materials are not working. But you can convert those into a Blend / Composite Material. Then they will work. Disadvantage is that you have multiple material every material is it´s own ecosystem. There is nothing linked from the outside. So with mix mats the practical thing is, you can change one aspect in a linked material and it would show up in every mix that its linked into. But with Composite Materials you would have to go in every single one of them and change that aspect for them individually.
You can convert a Mix into a Composite by having the Main Mix material selected then going in to the live Viewer "Materials" menu and hit "Convert Materials"
@@SilverwingVFX thank you so much.
GREAT TUTORIAL!! is this work only cinema4d ver.25?
Hi and thank you very much for your comment.
All the methods should work with C4D R15 to C4D 2023
And also with older Octane versions. e.g. Octane 2018
Did you experience any problems?
@@SilverwingVFX nope!! I just heard that shift double-click is just double-click (just my English proficiency issue..). I'm watching cornelius dammerich's twitch these days, and seeing you is always a pleasure and a wonder at the same time. These days, thanks to all of you, I really enjoy studying Cinema4d and Octane. Thank you silverwing!!!
@@mansujeon Great you could resolve the issue. Appreciate you watching my tuts even if they are not your native language!
Cheers happy shading and a good time to you!
Is there a work around to use displacement in a composite sub material ? I never got it to work..
Hey there, nice seeing you here. This could have also a Materials Gotcha from last week. Maybe I make a rev2 once I am through all my Gotcha´s and collect the valuable input from you guys.
But now to answer your question:
The only way to make it work is to have the displacement of both material combined and added in the Blend / Composite directly.
Displacements added to the sub mats are not piped though.
Must be a UI mistake that those materials have Displacement slots. Good catch!
@@SilverwingVFX so it actual can happen. Looking forward to that 😀
4:20 Wait. I know the result will be pretty much the same but aren't you supposed to open up the node editor of the simple material and just click "Convert to sub_material". Seems like it's the correct way of doing this. Sorry for being nitpicky :)
You are absolutely right. I might know a lot but I am not all knowing. So this very handy info slipped by me. Thank you for bringing it up here!
@@SilverwingVFX Oh, no problem, man! Glad I helped. I hope my two cents weren't rude or offensive.
@@FLXD Hey thank you. No, no. On the contrary. Its good to speak out of you know better. And I'm thankful for it!
niec share more tips like 2 HDRI 2 different object
I have something for you then 🤗
ua-cam.com/video/R8732-Hg3PI/v-deo.html
Cheers and enjoy!
I noticed that Stacking does not work with mix materials
Yes very true. Sorry if I missed to mention that in the video 😇
You can convert your mix material to a blend / composite material. You do not have those external materials anymore but it works with Stacking again!
You completely forgot one other possibility:
- Using multiple ordinary UV spaces
Hey hey.
Octane C4D does not support multiple UV sets. So this would not work.
UDIM´s might be a possibility though 🙌
@@SilverwingVFX
Oh really? This is odd. Poor Octane. Thought, the "UV set" adjustment (numeric) inside the texture projection node let us chose another UV tag. If not, for what is this for?
I removed the "UDIM" possibility in my previous post. Cause it would not be really helpful...