Great tutorial. These are little golden nuggets of info that will stop me from banging my head against the wall in frustration. Oliver Twist said it best - "please sir. may I have some more"
Here is great list of short tips for Octane They are in Modo, but most should be easily adapted to other apps. I use Modo, and have no problem following Octane tutorials made in C4D. ua-cam.com/play/PLv8HciXoFYX9fGjqG0E4MwydTw9PGdTRp.html
Thank you so much. Cool to hear you are in for the series! About directionality. Spoiler #1 You probably know... but you might try the Spotlight Distribution Node in the Lights distribution. Spoiler # 2 Directionality is coming to Octane n the next Version 2023. Cheers and a great time to you 🙌
This is also a lovely tip video format! Always something useful one can pick up. Also finally got around to becoming a patron, you deserve to be compensated for all this excellent information you provide. 👍
Thanks so much. The video just came out 🙌 ua-cam.com/video/RzywiJvuCqQ/v-deo.html Not too many light Gotcha´s in there. But maybe you can take something away from them ✨
Hey hey and thank you for your comment. Great to hear that there was something in there for you. There are corner cases where mix materials are still useful. But its rather rare. e.g. if you have mixed one material in many mix materials. You can change this one material and it will change for all of those mixes. This is not possible in the new Composite / Blend material.
Hey hey, thank you very much for your nice comment. Interesting to hear that this is also a good resource beyond C4D. The feedback to this vid has been really good, so I am pleased to say there will be more!
@@SilverwingVFX You're welcome. Indeed, as a Blender user I mostly watch C4D tutorials for Octane, many of them can be applied 1:1 to Blender Octane. Also watched some of your other tutorials and presentations at Maxon a while ago, but somehow just now subbed. Great! Looking forward to them, but no pressure, I'll watch the other vids from you that I missed in the meantime^^
@@memeose Ha, this is what I have done back in the Day, when I started VRAY for C4D. I mostly watched 3Ds Max videos because the content was better there. Thank you very much for subbing. Much appreciated!
Soooo good, I literally ran into these problems in my last project 😭 i didn’t know what to do about the vertex map issue, so I ended up having manually correct over 100 materials, which was quite the time suck!
Ohhh, super awesome to hear you liked it. About the Vertex Maps. ooof I feel you. This is not a nice task! To be honest I did that too (not with 100 materials though) and was getting really tired always checking the materials for broken links. When I was working in Redshift I saw the cool string based method so I asked Ahmet if it was possible to write something similar for Octane. And indeed he was kind enough to implement it. I am very glad he did 🙌
very useful, thank you for making effort to teach the community! May I ask if im using acescg workflow, every image texture that i imported into the node editor, do we change the color space and mess with the legacy gamma? What about hdri too?
If what you are loading are sRGB textures, then Legacy Gamma 2.2 is ok. If you want to be a tad more precise, you can use the sRGB preset (I personally leave it at Legacy Gamma 2.2 most of the time) HDRIs most likely are sRGB linear should be brought in linearly e.g. with Gamma 1. Only if you have other color spaces then sRGB e.g. ACES, then you should use an ACES profile. Just to explain a bit: Octane is converting all the textures to spectral in the background. So it needs to know their color space to apply the right conversion (e.g. from sRGB to spectral wide gamut) It does its rendering in spectral wide gamut and then converts the output back to what ever you set in your render settings. e.g. sRGB or ACEScg Hope this helps 🤓
wow!!!! and I thought RS is the only external gpu renderer that does material stacking. That tip alone is worth gold- and all the other one come in so handy!
Fun fact. Octane had Stacking for a rather long time now. Long before RS had it 😇 It has its own Gotcha´s but so does RS stacking 😁 Cheers and as always great to hear that some of it was actually useful!
I've always been curious about the recommended white value. If I scan a bit of good quality white packaging like a certain phone box with my PALETTE CUBE PORTABLE COLOUR DIGITIZER it will give me a value around .9 or .92. It's supposed to be a relatively accurate device, enough for getting material colours. I also use a gretag colour chart in my renders, which sets white as .95.
Hey Agnus, very valuable question! My main guess where the difference is coming from is sRGB vs linear interpretation. So I am guessing that the digitizer is showing sRGB values to be closer to what a "normal" person would type in as colors when using RGB inputs of most software. So actually a value of sRGB 0.9 equals a linear value of 0.78 which sounds about right for paper. Wikipedia e.g. has a list of albedo values available. Fresh snow and clouds (which are incredible white) are measured with albedos around 0.8 to 0.85 Paper, white paint ect. usually is darker then that. Those values are all linear values. So it seems you are doing the right thing. Hope I could help you with that!
hey master, thanks for the class. As always your works are amazing and the way you teach is even more so. Thanks. If possible, I would like to clarify a doubt with you and the people who follow you here as well. The other day I was trying to use the vertex map to guide my displacement map and unfortunately it wasn't possible. Is there any trick to get this to work correctly?
Hey there and thank you very much for your nice words. I appreciate it very much that you like the content. About your question: To my knowledge Vertex maps do not work with wither Displacement method "Texture" nor "Vertex" The only way to have Vertex maps work is to UV your object and then bake them to your UV and then use the texture. Its a pretty hard limitation for now unfortunately.
@@SilverwingVFX ah got it, thanks for your quick reply. I did a test in redshift and it worked and in blender cycles too. I believe it is an octane limitation at the moment, right? Ok thanks a lot.
@@xpblt Yes definitely. Its pretty much possible to do in many engines. So not a global restriction on rendering (like dirt in Displacement usually is) Just not available in Octane for now. I only know because I was convinced it would work in Vertex mode and setup a scene for a training. Just to find out in front of the attendees that it would not work 😇 Not the best situation to be in ha ha ha. But yeah that´s how it goes.!
@@SilverwingVFX hahaha yes, I hope that soon this will be possible. We will include it in requests for Ahmet Oktar hahaha Thanks again for the reply, keep up the great work you always do. I follow you for a long time and I am impressed with so much cool stuff you teach us.
I am thinking about it. Though I am not as fluent in Blender as in C4D by a long shot. But it might be worth checking out for the larger Community alone 😇
Which video was it that showed us how to Save our new Octane material as a preset? Both the New specular and the new glossy to avoid having to put in those parameters every time?
Thanks so much for all your comments. Much appreciated. I have not found a way to change those standards. It seems to not be working with C4Ds preset system. But maybe I have been using it wrong. Since some one else asked the same question I will do some research 🔎
Thank you very much for your request. I get this a lot. I bet this is going to be another 40 min video. I will probably do it at some point. But I kind of push it away because it´s so much work 😇
Thank you very much. Appreciate your nice comment and thank you for your question. I have to admit this is something that is not as intuitive. So you are absolutely right calling it out! What is happening is: If the colors sliders are anything other then pure black, then the color sliders are being used. If the color sliders are black, then you can use the float. So if you already know that your input wont use any color you then can set your color to R=0, G=O, B=0 and then use the float to set in the values, because you then only have to change one slider instead of three. Hope this makes sense and explains the mechanic to you. If you have any questions still remaining, absolutely feel free to ask! Cheers, Raphael
I wonder if the conclusion about Mix Material is also valid in 3dsmax. do you know? is it a a sole C4D thing or a global thing? we have a native Blend material in max, or are you referring to an Octane blending material.
Unfortunately I don´t know. But I am speaking about native Octane tools that are also available in the standalone. In the standalone there is a mix material too. But also a Blend / Composite material which I prefer (as you have seen in the video 😇) The only thing that is not part of the standalone is material stacking. This is a thing Ahmet, the programmer created to mimic the feature from C4Ds Standard Renderer. Cheers and I hope this helps!
amazing as usual, more of these please haha, I recently (few hours ago) was reminded of the sunlight and primary environment hdri bug, when I mix sky texture I no longer have the ability to make the hdri brighter or darker independently from the sunlight, so I have to dive into the image texture node inside the hdri to increase the power there, is there a better way to do that? and for that question I'll be eagerly waiting for the lighting gotchas video, thanks in advance! 🔥
Thanks so much for your comment. I always learn something new. I did not know there was a Daylight / HDRi Environment Bug. I think what you are doing in using the power in the image texture is the next best thing. So unfortunately I do not have a better tip handy here. As for the Gotcha series. More is most probably coming 🙌
oh I'm glad I shared something useful, yes it's been broken for a while I don't remember since when exactly, I used to adjust it through the color correction node if I need to make hue shifts or play with the saturation
Yes, its actually possible with the new Standard Surface. All the other Octane materials stop at IOR=1 If you want to compute boundary conditions, you could also use nested dielectrics. This is less of a hassle then dealing with negative IORs. But not sure if that´s what you are after.
Hey, and thank you for your comment. The Gradient Generator came in with Octane 2020 I think. If you can´t find it, you might be using an older Octane version. Not sure how things are looking on the Mac (if you are using the mac version). But I guess versions should have feature parity... Its not the first time I hear that nodes not showing up for people. Mostly its the Octane version. But maybe there is also a Bug? Maybe delete the complete plugin folder on C4D and download and reinstall the latest version. Fingers crossed you get it working 🤞
Hi there. Very good question. In the past C4D shaders where not supported and they needed to be baked. So insted of a procedural you were working with textures. And every texture had to be generated on the fly. Nowadays C4D functions are supported via OSL. But in the menu you can still enable the old behavior of baking. So there is always the change that people use a deprecated system. In general for all render engines its always best to use the features that are offered directly. Not emulated features. Because they are supported by the core, you can expect them to work very efficient and therefore generally have less potential for problems.
Ha ha not quite. Though I would like 4 x 4090 😁 I am currently using 3 x 3090 1 x 4090 I am using 2 eGPUs. I have planned a video about this in the future. You can sort of see my setup in the "Small Office Peek" video.
yes! do all of the gotchas videos! thank you!
Great to hear that. It´s highly likely that I will do it ✨
videos like these save tons of time and stress when producing actual work. Thank you so much, I wouldnt be able to figure all this out by myself.
Hey hey,
super great to hear that it helped you 🙌
Have a great and creative start into this new week!
Great tutorial. These are little golden nuggets of info that will stop me from banging my head against the wall in frustration. Oliver Twist said it best - "please sir. may I have some more"
Thanks for your great comment. And also thank you so much for becoming a Patreon. This is amazing 🏅🙌
P.s. and yes, I am pleased to say the response was overwhelming and there will be more 🙌
Yes, please! More of these would be incredible. It's just like having a buddy besides you telling you all the tips and tricks 😄
Thank you very much. Great to hear you like it. Love your description 🤓
I will most definitely carry on with those 🙌
I agree
yes, more gotcha´s please ;)
Thank you very much. More gatcha´s it is ☺
Love this. 4min and learnt about fake shadows and why my SSS is so slow. Thank you. More please.
Ha, very nice. Great to hear this.
It seems pretty well received, so yes, I will continue 🙌
So much valuable info crammed into measily 17mins, incredible!
Thanks so much. Super happy to hear that 🙌
Brilliant dude! Yes pls more more more haha
Thank you so much. More it is 🙌
Incredible tutorial. Thanks!
Thank you very much. Great to hear you like it 🙌
Probably, the most useful tutorial I’ve seen of Octane. Very very useful! Thank you
Wow, this is very high praise ☺ Thank you very much! Super stoked that you like it that much!
Here is great list of short tips for Octane
They are in Modo, but most should be easily adapted to other apps. I use Modo, and have no problem following Octane tutorials made in C4D.
ua-cam.com/play/PLv8HciXoFYX9fGjqG0E4MwydTw9PGdTRp.html
As someonew who is new to Octane, this is the perfect video. Thank u!
Ha, super nice to hear that.
Great to hear it helped you!
I’ve not even started watching it and I can already tell you I want to have all the gotcha videos. 👏🏼👏🏼
Ha ha great to hear 🙌
Looks like its being well received. So I will continue this!
Can't wait for the ones on lighting.
I wish octane lights had directionality feature.
Great idea on the series. Thank you as always. 🤟🏻
Thank you so much.
Cool to hear you are in for the series!
About directionality.
Spoiler #1 You probably know... but you might try the Spotlight Distribution Node in the Lights distribution.
Spoiler # 2 Directionality is coming to Octane n the next Version 2023.
Cheers and a great time to you 🙌
@@SilverwingVFX 🙉 OMG
Yeah more gotchas please :) Thanks for this one as well Raphael.
And thank you Peter. More´s on the way 🙌✨
Lets do it!
Yeeeees 🙌
Yes Sir.
✅ 🙌
Great one! It's super useful! Thank you! You covered all my gotcha materials. 😁
Ha ha great to hear I caught them all 🙌
Thank you for your comment and ongoing support 🏅
Great video. Looking forward to all the others you have in mind for this series.
Great to hear you enjoyed it 🙌 and am in for the rest of them!
Oh my god, well I love every bit of your videos, was waiting for the end to comment but that shift click on UV Tag made my day #wishIknewthatbefore 🙏
Ha ha, thank you very much for your positive feedback. That´s awesome to hear 🙌
This is also a lovely tip video format! Always something useful one can pick up. Also finally got around to becoming a patron, you deserve to be compensated for all this excellent information you provide. 👍
Number #1 fan, i love the videos!
Oh man, thanks so much 😊
This is incredibly helpful! Such subtle changes that make a big difference. Looking forward to the light tutorial!
Thanks so much. The video just came out 🙌
ua-cam.com/video/RzywiJvuCqQ/v-deo.html
Not too many light Gotcha´s in there. But maybe you can take something away from them ✨
More gotchas please! Lighting would be great!
Thank you very much for your input.
The response was really positive. So more gotcha videos are on their way 🙌
You're the best!!!
Thank you very much ☺
thanks
You are very welcome!
4 years of using octane and still learned new stuff. Ill stop using the mix material now
Hey hey and thank you for your comment.
Great to hear that there was something in there for you.
There are corner cases where mix materials are still useful. But its rather rare.
e.g. if you have mixed one material in many mix materials. You can change this one material and it will change for all of those mixes. This is not possible in the new Composite / Blend material.
@@SilverwingVFX thats exactly what i was thinking
Great stuff!
Thank you very much. I am glad you like it!
Love it.
Fantastic to hear 🙌
❤
First I see 🥇
A very welcome to this Video 🙌
moooooore! ❤🔥
Ha ha ha, thank you for your passionate input.
"mmoooooore" is on the way ✨
Hope you continue these videos, I'm using Octane with Blender and they're really helpful.
Hey hey, thank you very much for your nice comment.
Interesting to hear that this is also a good resource beyond C4D.
The feedback to this vid has been really good, so I am pleased to say there will be more!
@@SilverwingVFX
You're welcome.
Indeed, as a Blender user I mostly watch C4D tutorials for Octane, many of them can be applied 1:1 to Blender Octane. Also watched some of your other tutorials and presentations at Maxon a while ago, but somehow just now subbed.
Great! Looking forward to them, but no pressure, I'll watch the other vids from you that I missed in the meantime^^
@@memeose Ha, this is what I have done back in the Day, when I started VRAY for C4D. I mostly watched 3Ds Max videos because the content was better there.
Thank you very much for subbing. Much appreciated!
COOL!
Thank youuuu ✨
Soooo good, I literally ran into these problems in my last project 😭 i didn’t know what to do about the vertex map issue, so I ended up having manually correct over 100 materials, which was quite the time suck!
Ohhh, super awesome to hear you liked it.
About the Vertex Maps. ooof I feel you. This is not a nice task!
To be honest I did that too (not with 100 materials though) and was getting really tired always checking the materials for broken links.
When I was working in Redshift I saw the cool string based method so I asked Ahmet if it was possible to write something similar for Octane. And indeed he was kind enough to implement it. I am very glad he did 🙌
this was highly usefull, thanks a lot
Thank you so much for your comment. Phantastic to hear that you found it useful 🙌
very useful, thank you for making effort to teach the community! May I ask if im using acescg workflow, every image texture that i imported into the node editor, do we change the color space and mess with the legacy gamma? What about hdri too?
If what you are loading are sRGB textures, then Legacy Gamma 2.2 is ok.
If you want to be a tad more precise, you can use the sRGB preset (I personally leave it at Legacy Gamma 2.2 most of the time)
HDRIs most likely are sRGB linear should be brought in linearly e.g. with Gamma 1.
Only if you have other color spaces then sRGB e.g. ACES, then you should use an ACES profile.
Just to explain a bit:
Octane is converting all the textures to spectral in the background. So it needs to know their color space to apply the right conversion (e.g. from sRGB to spectral wide gamut)
It does its rendering in spectral wide gamut and then converts the output back to what ever you set in your render settings. e.g. sRGB or ACEScg
Hope this helps 🤓
wow!!!! and I thought RS is the only external gpu renderer that does material stacking. That tip alone is worth gold- and all the other one come in so handy!
Fun fact. Octane had Stacking for a rather long time now. Long before RS had it 😇
It has its own Gotcha´s but so does RS stacking 😁
Cheers and as always great to hear that some of it was actually useful!
I've always been curious about the recommended white value. If I scan a bit of good quality white packaging like a certain phone box with my PALETTE CUBE PORTABLE COLOUR DIGITIZER it will give me a value around .9 or .92. It's supposed to be a relatively accurate device, enough for getting material colours. I also use a gretag colour chart in my renders, which sets white as .95.
Hey Agnus, very valuable question!
My main guess where the difference is coming from is sRGB vs linear interpretation. So I am guessing that the digitizer is showing sRGB values to be closer to what a "normal" person would type in as colors when using RGB inputs of most software. So actually a value of sRGB 0.9 equals a linear value of 0.78 which sounds about right for paper.
Wikipedia e.g. has a list of albedo values available.
Fresh snow and clouds (which are incredible white) are measured with albedos around 0.8 to 0.85
Paper, white paint ect. usually is darker then that. Those values are all linear values.
So it seems you are doing the right thing.
Hope I could help you with that!
@@SilverwingVFX that’s great thank you.
hey master, thanks for the class. As always your works are amazing and the way you teach is even more so. Thanks.
If possible, I would like to clarify a doubt with you and the people who follow you here as well.
The other day I was trying to use the vertex map to guide my displacement map and unfortunately it wasn't possible. Is there any trick to get this to work correctly?
Hey there and thank you very much for your nice words.
I appreciate it very much that you like the content.
About your question:
To my knowledge Vertex maps do not work with wither Displacement method "Texture" nor "Vertex"
The only way to have Vertex maps work is to UV your object and then bake them to your UV and then use the texture.
Its a pretty hard limitation for now unfortunately.
@@SilverwingVFX ah got it, thanks for your quick reply.
I did a test in redshift and it worked and in blender cycles too.
I believe it is an octane limitation at the moment, right?
Ok thanks a lot.
@@xpblt Yes definitely. Its pretty much possible to do in many engines. So not a global restriction on rendering (like dirt in Displacement usually is)
Just not available in Octane for now.
I only know because I was convinced it would work in Vertex mode and setup a scene for a training. Just to find out in front of the attendees that it would not work 😇
Not the best situation to be in ha ha ha. But yeah that´s how it goes.!
@@SilverwingVFX hahaha yes, I hope that soon this will be possible. We will include it in requests for Ahmet Oktar hahaha
Thanks again for the reply, keep up the great work you always do. I follow you for a long time and I am impressed with so much cool stuff you teach us.
Lovely tutorial. I heard in your Q&A that you are learning Blender. D you intend to make some blender tutorials as well down the line ?
I am thinking about it. Though I am not as fluent in Blender as in C4D by a long shot. But it might be worth checking out for the larger Community alone 😇
Love it!
How's your Patreon growing? Going well?
Thank you very much Thom.
Great to hear that 😊
Which video was it that showed us how to Save our new Octane material as a preset? Both the New specular and the new glossy to avoid having to put in those parameters every time?
Its the 3rd gotcha video in the series. Linked it with the time code:
ua-cam.com/video/2Y5xmfcsqu0/v-deo.html
tamagotchas!
😂
Octanegotchas to be precise 😅
Great Tutorial again. Could these Material setting even be ste a default?
Thanks so much for all your comments. Much appreciated. I have not found a way to change those standards. It seems to not be working with C4Ds preset system. But maybe I have been using it wrong. Since some one else asked the same question I will do some research 🔎
I hope you can share the tutorial on volume rendering. Thank you
Thank you very much for your request. I get this a lot.
I bet this is going to be another 40 min video. I will probably do it at some point. But I kind of push it away because it´s so much work 😇
@@SilverwingVFX Looking forward to it. Thank you
Love it
Thank you very much. Appreciate your nice comment and thank you for your question.
I have to admit this is something that is not as intuitive. So you are absolutely right calling it out!
What is happening is:
If the colors sliders are anything other then pure black, then the color sliders are being used.
If the color sliders are black, then you can use the float.
So if you already know that your input wont use any color you then can set your color to R=0, G=O, B=0 and then use the float to set in the values, because you then only have to change one slider instead of three.
Hope this makes sense and explains the mechanic to you.
If you have any questions still remaining, absolutely feel free to ask!
Cheers,
Raphael
@@SilverwingVFX oh I see. Thank you! I would never have guessed that.
I wonder if the conclusion about Mix Material is also valid in 3dsmax. do you know? is it a a sole C4D thing or a global thing? we have a native Blend material in max, or are you referring to an Octane blending material.
Unfortunately I don´t know.
But I am speaking about native Octane tools that are also available in the standalone.
In the standalone there is a mix material too. But also a Blend / Composite material which I prefer (as you have seen in the video 😇) The only thing that is not part of the standalone is material stacking. This is a thing Ahmet, the programmer created to mimic the feature from C4Ds Standard Renderer.
Cheers and I hope this helps!
@@SilverwingVFX Thank you, I'll check and report if there is anything like that within the max plugin
TIL we're limited to 4 dirt nodes. That explains A LOT. FFS.
Oh boy 😬
4 per material that is though. But still a rather low number 😓 The future is going to be brighter ✨
amazing as usual, more of these please haha, I recently (few hours ago) was reminded of the sunlight and primary environment hdri bug, when I mix sky texture I no longer have the ability to make the hdri brighter or darker independently from the sunlight, so I have to dive into the image texture node inside the hdri to increase the power there, is there a better way to do that? and for that question I'll be eagerly waiting for the lighting gotchas video, thanks in advance! 🔥
Thanks so much for your comment.
I always learn something new. I did not know there was a Daylight / HDRi Environment Bug.
I think what you are doing in using the power in the image texture is the next best thing. So unfortunately I do not have a better tip handy here.
As for the Gotcha series. More is most probably coming 🙌
Fuuu.. thats a bug? I was curious why it dont works like it used to 😮
oh I'm glad I shared something useful, yes it's been broken for a while I don't remember since when exactly, I used to adjust it through the color correction node if I need to make hue shifts or play with the saturation
Is it possible to simulate negative IOR in Octane?
Yes, its actually possible with the new Standard Surface. All the other Octane materials stop at IOR=1
If you want to compute boundary conditions, you could also use nested dielectrics. This is less of a hassle then dealing with negative IORs.
But not sure if that´s what you are after.
on 13:13 Where did you find the gradient node? In my machine it doesnt show up
Hey, and thank you for your comment.
The Gradient Generator came in with Octane 2020 I think. If you can´t find it, you might be using an older Octane version. Not sure how things are looking on the Mac (if you are using the mac version). But I guess versions should have feature parity...
Its not the first time I hear that nodes not showing up for people. Mostly its the Octane version. But maybe there is also a Bug? Maybe delete the complete plugin folder on C4D and download and reinstall the latest version.
Fingers crossed you get it working 🤞
man , you are crazy
Ha ha if you say so 😁
Hey Raphael! Is there any chance to have your template scene, like the one in this video? :) Thanks in advance for replying!
The material ball scene is available for free on my Patreon. You can download it there.
www.patreon.com/SilverwingVFX
@@SilverwingVFX Thanks a lot for replying! I'll be checking asap! Many thanks for your great work!
but why Cinema Nodes Gradient and Noise is bad idea for using inside Octane?
Hi there. Very good question.
In the past C4D shaders where not supported and they needed to be baked. So insted of a procedural you were working with textures. And every texture had to be generated on the fly. Nowadays C4D functions are supported via OSL. But in the menu you can still enable the old behavior of baking. So there is always the change that people use a deprecated system.
In general for all render engines its always best to use the features that are offered directly. Not emulated features. Because they are supported by the core, you can expect them to work very efficient and therefore generally have less potential for problems.
geez 4 GPU? Are you running 4 RTX 4090?
Ha ha not quite. Though I would like 4 x 4090 😁
I am currently using 3 x 3090 1 x 4090
I am using 2 eGPUs. I have planned a video about this in the future. You can sort of see my setup in the "Small Office Peek" video.