Thank you so much!! I spent several hours yesterday fighting with the old method and now it looks like it will be so much easier!! Great overview of the old method as well!
Super tuto as usual, tx for sharing!! I never worry about the length as they are always very clear, pleasant to follow and full of very useful tips! Can't wait for the next.
Thanks for the tutorial. Just a heads up NEW Octane release 2022.1-RC2 can render pyro directly without cache. - Pyro support added. You can activate rendering by just adding Octane Object tag to Pyro object. Add it after the visual effect calculated for a few frames. This will let the Octane detect the generated volumes and make the proper setup for you.
That's good to hear. However, depending on the scale of your sim you may still want to cache it. GPU renderers can be greedy when it comes to VRAM and I assume Octane is no exception.
@@SilverwingVFX I like that simplicity in your tuts- no fanc bs but just pure information. the pope jokes are also very funny for those who understand ;)
Thanks for the breakdown! Love that the volume workflow has been tweaked. Either crypto or render layer would be awesome as I’ve been ignoring both for too long haha
Cryptomatte sounds like a solid idea since it has so much more use but the render layer tut would also be a great watch and reference going forward! Either video, I'm excited for the next one! ☺
FINALLY, WOW, pfiuu, understand me, i spent like HOURS , honestly, dont want to admit that i spent two days, trying to cache some scene, and not workin, because c4d was running out of memory, and crashe... Thanks for sharing this info Thanks a lot
Hey, great to hear this was helpful to you. I know those situations really well. Usually its the life of a 3D Artist that he spends much longer on stuff that others things should be fast 😄😇
Thanks a lot for the quick tip! These are without a doubt the best source of information regarding octane on yt and always a bliss to watch. Cryptomattes would be prefered in the coming tutorial :D . Can you also do a quick tip for scene optimisation for rendering in octane or some certain workflow guidelines for best performance in octane?
Hey PhilleFX, thanks so much. Hearing that makes me happy! Thank you very much for your vote! I will write the scene optimization on my to do list too. Cheers and thanks again!
Thanks again for that nice tutorial... I hope octane 2022 first real version go out before 2023 LOL. With brigade! Cryptomatte/AOV with shadows would be super nice, the only way I know, I need to make a separate render.
This is great, thank you! So glad there's an alternative to caching out humongous files! I was going to download the recent release of Octane, but not sure about stability issues. Have you encountered any issues in your renders?
Hello! Super nice tutorial but im having some issues. Ive cached my simulation and everything works fine. I can see it in the Octane viewport and all but when i hit render its all gone. What am i missing here? Thank you in advance
I just tried it with the latest version of C4D and Octane and it was still working for me. Make sure the file path to the VDBs is set correctly and the data in the VDB loader is interpreted right. Of course there could be bugs that I am not aware of in more complicated scenarios. if you do not get it to work at all, I recommend contacting support and sharing it there.
@@SilverwingVFX Your tuts are too gold to skip. dont worry about your videos being too long because those extra in-depth explanations are what makes them so good
Like seeing both options. Thank you. Nice to know the next builds, just work. Render layer sounds good, as does cryptomatte. Any chance that new build has brigade running yet, beginning to think I will see 3D Spock nodes before I see this integrated. :)
Amazing tutorial, the 2022.1-RC2 release makes the pyro so much more usable. I'm wondering though about getting the colour data from the pyro into the standard volume material, the only thing I can think of is changing the scatter color channel to 'color' which does show the right colors, but the result is extremely dark.
Hey, thanks a lot for your comment and your question. Its indeed a tricky one. The only thing I can think of the top of my head is, as you did, use the color in the Absorption mapping and then adjust the scale. But I doubt it might give satisfactory results unfortunately 🥲
Hello, what can I do if my Pyro does not work from the beginning? When I start animation - it sticks to object for a couple of frames and froze. I have a pretty decent setup wich can work with complex animations. Cinema 24.1.0
Thank you very much for your comment and your question. I am not sure what exactly goes wrong with your system. Since C4D pyro is relying on the GPU to compute, maybe it's your driver. You can try to explicitly set it to CPU and see if it does not freeze there. Other then that I am afraid I am not able to help. Hopefully you will find a way to resolve it 🤞
Great stuff once again. Regarding render layers, I would love to know if there's a way to get de-noised black shadows. They're often really grainy and it's been something that's been plaguing my C4D compositing workflow for years and I've always been requesting Jules to look in to it.
Thank you very much for your great comment! Indeed it would be great to have some devs look at that. As far as I know there is no denoised render layer passes. Though you can get rid of some of the grain by not using adaptive sampling. Because octane is written in a way that with AS parts of the image that have an completely black alpha are turned off from sampling as soon as your min samples are reached. So with AS black shadows / layer reflections are usually undersampled. I will bring that up in a conversation with the devs in the future. Thank you!
@@SilverwingVFX awesome! it's such a basic and important feature and I wished they would address these things before adding all the new bells and whistles.
Hey there. Sorry for my late reply. The only thing I can think of would be that at some point your GPUs run out of Vram and the cache stops at this point. Hope you got it sorted in the mean time though!
Thank you very much for your comment! And also thank you for your patience. I had a look at the system again and I think the only way to get color in there with a gradient is with the Volume medium. And this only works on VFB Sequences. So the way to do it would be to cache out your simulations as VDB and then re-import it with the octane volume loader and the volume medium (Instead of the standard volume) then you can add a emission ramp and choose the colors you like! It´s a bit tedious. I will ask the devs if they can make it possible to customize the heat map!
@@SilverwingVFX Thanks for the reply. For example, a Bunson burner can have a deep blue-to-orange flame, and I'm finding it very difficult to achieve this. I also cannot change the opacity at the source of the flame. Sometimes, it is transparent. Little settings like this make me miss TFD.
Hey you mind explaining how in that rendered intro you got the cube itself to have a burning shader? Is it just a simple texture with light originally turned up that goes down by the end?
Hey there. Its a displacement texture for a stone cliff. I found it looked close enough to a wood bark shader that I used it. I used the same displacement map remapped with a gradient to reproduce that glow in an emission node. I just remapped it in a way that the darkest parts (that are furthest inwards in the displacement) are glowing the most. Hope that helps! Cheers and a great time to you! Raphael
Great tutorial, Just out of interest, I downloaded the latest version which you demoed (which I believe is still in beta) 4.0 RC2 - R1, but it doesn’t seem to have support for r26 or 2023.1.0! It only has the cdl64 files up to R19, What am I missing?
Thank you very much for your nice comment. Hmmm. Are you sure you downloaded the correct version. V4 is several years old by now. The versioning goes V4, 2018, 2019, 2020, 2021, and the new one 2022 Since 2022.1 is stable now I will link the latest version. It will work in all C4D versions up to C4D 2023.1 render.otoy.com/forum/viewtopic.php?f=85&t=80831
Thank you! I was clearly downloading the completely wrong version! The version you were showing isn’t listed in the standard download section. I must say my friend, your work is exceptional!👍🏻
When i check motion blur, the result is no different. No matter what do. Velocity is baked in the vdb. I can´t get ti to work with octane´s vdb-loader neither. Do you have any suggestions?
Hey there, I think you have encountered a bug. Motion blur in Octane expects a separate value for X, Y and Z while the new Pyro is delivering a single Vector 3. I have reported it to the developer. Hopefully he can fix it soon!
@@SilverwingVFX I have found a workaround for now. I load the vdb into houdini and use a single node called "vdb vector split OP" inside a geoSOP. WHen I export the vdb, it then has three separate float channels for velovity. But you have to crank up the velocity multiplier in Octane very high to see the results working properly
@@sikliztailbunch Oh very nice. Thank you very much for keeping me in the loop. That indeed is a good solution. Hopefully the developer can include another option in the future to also include Vectors.
Hey there. I have not tried it with the new system. But it should work! Bake your sim into a VDB sequence. Then create an ORBX from that. ua-cam.com/video/sKLHVwlaNoA/v-deo.html But sure if creating an ORBX directly without creating VDBs first would work. If you check, let me know! Cheers and a great Weekend to you! Raphael
Sorry to hear that 😞 Have not tried it yet. I bet you could save out the VDB and then reimport it using the Octane VDB loader and get it to work this way? All the best for your endeavors!
Good question. I guess you could sort of blend beginning and end. To have a seamless loop I think you will have to use Houdini. Just a gut feeling though
Hey there. Thank you very much for your input. Not sure if I could fix your white edges problem with crypto. I would be a rather basic intro to Crypto, what best to choose and how to het it working in Comp.
What helps a lot is setting the step length right (usually smaller) You get much more detail and density because of that. Then also what helps is to know that burn / temperature and Smoke is basically just density values in a voxel grid. You remap / rearrange in to what you like. But yes. Its not 1:1 But to be honest C4Ds preview is not a standardized display of how volume data should look. The status quo right now is more like load the VDB in 10 different software packages and get 10 different interpretations.
@@SilverwingVFX What I hope was just skipping all of those hassle, don't need to use x particles and just hop into rendering straight away but seems like when Octane is involved, process/hassle remain the same;)
It's definitely slow. But so are other renderers that do high ray depth volumes. What I am trying to say is, that if you understand the inner workings volumes, it's not that bad.
@@vfxnation6919 Do you have an example what is not working with Octane? Octane introduced the Standard Volume Medium that is (at least to my knowledge) en par with what RS can do. I might be wrong though as volumes and sims is not my main field of expertise.
@@SilverwingVFX I mean in Arnold you creat a volume material for your VDBs and this way you get much more flexibility in dialing the exact look that you want
@@vfxnation6919 Ok, the Standard Volume Medium does not show in the materials, but it's basically one. And you can use Octane Nodes to do a lot of things with it: Building Foam for example: ua-cam.com/video/sdms7YdYh4Q/v-deo.html Or Coloring it and have volume displacement: ua-cam.com/video/1b20uIc1BNY/v-deo.html
Thank you so much!! I spent several hours yesterday fighting with the old method and now it looks like it will be so much easier!! Great overview of the old method as well!
And thank you so much for your awesome comment. Appreciate it!
Super tuto as usual, tx for sharing!! I never worry about the length as they are always very clear, pleasant to follow and full of very useful tips! Can't wait for the next.
Render Layer next week would be fantastic (as always)! Thank you for this Quick Tip!
Thank you very much for your nice comment and your vote!
Thanks for the tutorial. Just a heads up NEW Octane release 2022.1-RC2 can render pyro directly without cache.
- Pyro support added. You can activate rendering by just adding Octane Object tag to Pyro object. Add it after the visual effect calculated for a few frames. This will let the Octane detect the generated volumes and make the proper setup for you.
Thank you for your comment. I mention all that in the later half of video though 😃
That's good to hear. However, depending on the scale of your sim you may still want to cache it. GPU renderers can be greedy when it comes to VRAM and I assume Octane is no exception.
Thanks for everything man. Very efficient, always clear. The best
thank you for sweetening my weekends every week
That´s so nice to hear. Have a great rest of your weekend and start into next week!
Thanks for dipping in to Pyro! As for the next tutorial, I wouldn't mind a look at Render Layer.
Hey hey. Thank you very much for your comment and your "vote"
Appreciate it!
@@SilverwingVFX Thank YOU for the time and effort spent on these tutorials. :)
Say that my second Time: Raphael, you do the best Tutorials on Octane!
Oh man, you don´t know how nice it is for me to hear that. Thank you, thank you, thank you!
@@SilverwingVFX I like that simplicity in your tuts- no fanc bs but just pure information. the pope jokes are also very funny for those who understand ;)
@@cars103 Thank you very much yet again. I was wondering if someone recognized the pope joke. Ha ha
Love your tutorials
Thank you very much for your comment. Much appreciated that you like my tuts 🙌
Thanks for the breakdown! Love that the volume workflow has been tweaked. Either crypto or render layer would be awesome as I’ve been ignoring both for too long haha
Thank you very much for your nice comment and your input on following tuts. Appreciate it!
Cryptomatte sounds like a solid idea since it has so much more use but the render layer tut would also be a great watch and reference going forward! Either video, I'm excited for the next one! ☺
Thank you very much for your input. Does not help my in my decission. But who said things should be easy 😄
FINALLY, WOW, pfiuu, understand me, i spent like HOURS , honestly, dont want to admit that i spent two days, trying to cache some scene, and not workin, because c4d was running out of memory, and crashe... Thanks for sharing this info Thanks a lot
Hey, great to hear this was helpful to you. I know those situations really well. Usually its the life of a 3D Artist that he spends much longer on stuff that others things should be fast 😄😇
@@SilverwingVFX do you have instagram?
@@substance1942 Yes I do. Just search for Raphael Rau / SilverwingVFX
Congratulations, your tutorials have helped a lot!!
Thank you very much. Great to hear that 🙌
so cool ! Octane takes a new volume material like the arnold volume, it seems like a different from the default.
Excellent tutorial, thank you!
You are very welcome!
good timing of the Tutorial and the RC2 :-)
Indeed. Finally caught a trend 😄
Thanks alot! This helped me very much :D
Very glad to hear that. Much appreciated!
Thanks a lot for the quick tip! These are without a doubt the best source of information regarding octane on yt and always a bliss to watch. Cryptomattes would be prefered in the coming tutorial :D . Can you also do a quick tip for scene optimisation for rendering in octane or some certain workflow guidelines for best performance in octane?
Hey PhilleFX, thanks so much. Hearing that makes me happy! Thank you very much for your vote! I will write the scene optimization on my to do list too. Cheers and thanks again!
Thank you! You’re a life saver no joke
Thank you for your super nice comment.
Much appreciated 🙌
Thanks again for that nice tutorial... I hope octane 2022 first real version go out before 2023 LOL. With brigade! Cryptomatte/AOV with shadows would be super nice, the only way I know, I need to make a separate render.
Ha ha lets keep our fingers crossed.
On the other hand I prefer a stable built to one where the number of Year is matching!
This is great, thank you! So glad there's an alternative to caching out humongous files! I was going to download the recent release of Octane, but not sure about stability issues. Have you encountered any issues in your renders?
Hello! Super nice tutorial but im having some issues. Ive cached my simulation and everything works fine. I can see it in the Octane viewport and all but when i hit render its all gone. What am i missing here? Thank you in advance
I just tried it with the latest version of C4D and Octane and it was still working for me. Make sure the file path to the VDBs is set correctly and the data in the VDB loader is interpreted right.
Of course there could be bugs that I am not aware of in more complicated scenarios. if you do not get it to work at all, I recommend contacting support and sharing it there.
Thanks🔥🔥🔥🔥
i KNEW it would be you teaching me this lmao
i would love if you went over the c4d pyro as well
RENDER LAYERSSSSS
Thank you very much for continuing watching my tutorials!
Don´t think I will do a C4D Pyro tut 😬 😅
Render layers... Noted! Thank you for your vote ☺
@@SilverwingVFX Your tuts are too gold to skip. dont worry about your videos being too long because those extra in-depth explanations are what makes them so good
Like seeing both options. Thank you. Nice to know the next builds, just work. Render layer sounds good, as does cryptomatte. Any chance that new build has brigade running yet, beginning to think I will see 3D Spock nodes before I see this integrated. :)
Hey, thank you. Don't know about Brigade to be honest. Lets wait and keep the fingers crossed!
Amazing tutorial, the 2022.1-RC2 release makes the pyro so much more usable. I'm wondering though about getting the colour data from the pyro into the standard volume material, the only thing I can think of is changing the scatter color channel to 'color' which does show the right colors, but the result is extremely dark.
Hey, thanks a lot for your comment and your question.
Its indeed a tricky one. The only thing I can think of the top of my head is, as you did, use the color in the Absorption mapping and then adjust the scale. But I doubt it might give satisfactory results unfortunately 🥲
Hello, what can I do if my Pyro does not work from the beginning?
When I start animation - it sticks to object for a couple of frames and froze. I have a pretty decent setup wich can work with complex animations. Cinema 24.1.0
Thank you very much for your comment and your question. I am not sure what exactly goes wrong with your system. Since C4D pyro is relying on the GPU to compute, maybe it's your driver. You can try to explicitly set it to CPU and see if it does not freeze there.
Other then that I am afraid I am not able to help. Hopefully you will find a way to resolve it 🤞
Great stuff once again. Regarding render layers, I would love to know if there's a way to get de-noised black shadows. They're often really grainy and it's been something that's been plaguing my C4D compositing workflow for years and I've always been requesting Jules to look in to it.
Thank you very much for your great comment!
Indeed it would be great to have some devs look at that.
As far as I know there is no denoised render layer passes. Though you can get rid of some of the grain by not using adaptive sampling. Because octane is written in a way that with AS parts of the image that have an completely black alpha are turned off from sampling as soon as your min samples are reached. So with AS black shadows / layer reflections are usually undersampled.
I will bring that up in a conversation with the devs in the future. Thank you!
@@SilverwingVFX awesome! it's such a basic and important feature and I wished they would address these things before adding all the new bells and whistles.
thanks for the tutorial ! seems my cache stops at 90frames despite having a 350frames scene. Any clue ? thanks !
Hey there. Sorry for my late reply.
The only thing I can think of would be that at some point your GPUs run out of Vram and the cache stops at this point. Hope you got it sorted in the mean time though!
@@SilverwingVFX thanks for your reply ! Found out the issue, was GPU I needed to increase you were right
thanks!
Is there any way to color the fire with a gradient? There are times when I need specific colors. Thanks!
Thank you very much for your comment! And also thank you for your patience. I had a look at the system again and I think the only way to get color in there with a gradient is with the Volume medium. And this only works on VFB Sequences. So the way to do it would be to cache out your simulations as VDB and then re-import it with the octane volume loader and the volume medium (Instead of the standard volume) then you can add a emission ramp and choose the colors you like!
It´s a bit tedious. I will ask the devs if they can make it possible to customize the heat map!
@@SilverwingVFX Thanks for the reply. For example, a Bunson burner can have a deep blue-to-orange flame, and I'm finding it very difficult to achieve this. I also cannot change the opacity at the source of the flame. Sometimes, it is transparent. Little settings like this make me miss TFD.
Hey you mind explaining how in that rendered intro you got the cube itself to have a burning shader?
Is it just a simple texture with light originally turned up that goes down by the end?
Hey there. Its a displacement texture for a stone cliff. I found it looked close enough to a wood bark shader that I used it.
I used the same displacement map remapped with a gradient to reproduce that glow in an emission node.
I just remapped it in a way that the darkest parts (that are furthest inwards in the displacement) are glowing the most. Hope that helps!
Cheers and a great time to you!
Raphael
@@SilverwingVFX Thanks for taking the time to reply ;)
@@Varendil Likewise. Appreciate it 😊
Great tutorial, Just out of interest, I downloaded the latest version which you demoed (which I believe is still in beta) 4.0 RC2 - R1, but it doesn’t seem to have support for r26 or 2023.1.0! It only has the cdl64 files up to R19, What am I missing?
Thank you very much for your nice comment.
Hmmm. Are you sure you downloaded the correct version. V4 is several years old by now. The versioning goes V4, 2018, 2019, 2020, 2021, and the new one 2022
Since 2022.1 is stable now I will link the latest version. It will work in all C4D versions up to C4D 2023.1 render.otoy.com/forum/viewtopic.php?f=85&t=80831
Thank you! I was clearly downloading the completely wrong version! The version you were showing isn’t listed in the standard download section. I must say my friend, your work is exceptional!👍🏻
When i check motion blur, the result is no different. No matter what do. Velocity is baked in the vdb. I can´t get ti to work with octane´s vdb-loader neither. Do you have any suggestions?
Hey there,
I think you have encountered a bug. Motion blur in Octane expects a separate value for X, Y and Z while the new Pyro is delivering a single Vector 3.
I have reported it to the developer. Hopefully he can fix it soon!
@@SilverwingVFX thank you
@@SilverwingVFX I have found a workaround for now. I load the vdb into houdini and use a single node called "vdb vector split OP" inside a geoSOP. WHen I export the vdb, it then has three separate float channels for velovity. But you have to crank up the velocity multiplier in Octane very high to see the results working properly
@@sikliztailbunch Oh very nice. Thank you very much for keeping me in the loop. That indeed is a good solution. Hopefully the developer can include another option in the future to also include Vectors.
Hi can this be baked into /ORBX and rendered on RNDR ?
Hey there.
I have not tried it with the new system. But it should work!
Bake your sim into a VDB sequence. Then create an ORBX from that.
ua-cam.com/video/sKLHVwlaNoA/v-deo.html
But sure if creating an ORBX directly without creating VDBs first would work.
If you check, let me know!
Cheers and a great Weekend to you!
Raphael
Hi I cant seem to get ORBX to work with this process :(
Sorry to hear that 😞
Have not tried it yet.
I bet you could save out the VDB and then reimport it using the Octane VDB loader and get it to work this way?
All the best for your endeavors!
@@SilverwingVFX Yeah I guess ! Was trying to avoid the whole VDB thing :)
Does it possible to loop a fire with pyro settings?
Good question. I guess you could sort of blend beginning and end. To have a seamless loop I think you will have to use Houdini. Just a gut feeling though
@@SilverwingVFX sounds a little bit complicated for me, but at least it should work. Tnank you!
Crypto would be great as I keep getting white edges on my matts so can't alpha them out properly.
Hey there. Thank you very much for your input. Not sure if I could fix your white edges problem with crypto. I would be a rather basic intro to Crypto, what best to choose and how to het it working in Comp.
New Pope 🤣
Ha nice. You are one of the few who got that 👏🙌
tbh. i can´t find this version of c4d..... in my 2023 version there is no pyro :D
Hey there. Pyro was introduced in 2023.1
Probably you are running on 2023.0 which does not have pyro.
❤Сенк йу
You are very welcome 🙌
You will admit there is a lot of hassle to get the look of the smoke in Octane which you get by one button in C4D, gasp
What helps a lot is setting the step length right (usually smaller) You get much more detail and density because of that.
Then also what helps is to know that burn / temperature and Smoke is basically just density values in a voxel grid. You remap / rearrange in to what you like.
But yes. Its not 1:1 But to be honest C4Ds preview is not a standardized display of how volume data should look. The status quo right now is more like load the VDB in 10 different software packages and get 10 different interpretations.
@@SilverwingVFX What I hope was just skipping all of those hassle, don't need to use x particles and just hop into rendering straight away but seems like when Octane is involved, process/hassle remain the same;)
@@BartMiko I have not used Pyro that much. But I am guessing there should be settings that come really close to what it looks like in C4D Viewport.
When it comes to volumetrics octane is the worst 😂
It's definitely slow. But so are other renderers that do high ray depth volumes.
What I am trying to say is, that if you understand the inner workings volumes, it's not that bad.
@@SilverwingVFX true, but the shading capabilities of other render engines like RS and Arnold are superior to octane
@@vfxnation6919
Do you have an example what is not working with Octane?
Octane introduced the Standard Volume Medium that is (at least to my knowledge) en par with what RS can do. I might be wrong though as volumes and sims is not my main field of expertise.
@@SilverwingVFX I mean in Arnold you creat a volume material for your VDBs and this way you get much more flexibility in dialing the exact look that you want
@@vfxnation6919 Ok, the Standard Volume Medium does not show in the materials, but it's basically one. And you can use Octane Nodes to do a lot of things with it:
Building Foam for example:
ua-cam.com/video/sdms7YdYh4Q/v-deo.html
Or Coloring it and have volume displacement:
ua-cam.com/video/1b20uIc1BNY/v-deo.html
nice one but bro 17min is Quick Tip?
In my world quick tips run a bit longer 😁
@@SilverwingVFX anyways your tutorial did its job well that is the point. it is really helpful.. keep it up brother 👍👍👍👍