Raphael, you can plug in UVW Transform into your HDR Env (as first node) and it will let you use the rotation sliders while using colour correction etc. Esseatlly making it work normally - no need to rotate via texture transform.
Hello hello, it's been a while haha, a handy tutorial! most people sleep on light-linking as it's perfect not just for product shots, but for Vfx too, and with light passes and some simple math, one can get pretty interesting results and byproducts. i.e.🌗+ 🌓= 🌕 I'm glad you mentioned the sphere workaround, I was about to write it here, and of course, you described it much better than I would have 😂 Coffee can't get any better with those on as I prep for work, wish you a great week ahead 🙌🌟
Hey hey Zaidi, as always, super nice seeing your great comments here. You seem to know all about light linking already. So thank you for watching the video anyway 🙌 Means a lot! And yeah there is a whole rabbit hole that one could go down. Light ID AOVs, with internal octane compositing with e.g. Cryptomatte etc. There are just so many possibilities to art direct the result to make it stand out and look great! Great to hear you have a tasty coffee as you watch those videos. Those go together super nicely 🙌 Cheers and thanks so much for the ✨🌕✨ and of course a great start into this week to you!
Thank you very much. Fantastic to hear that you found it helpful 🙌 Gradients in Lights are always a good method to make your scene look more organic. I tend to do that a lot. At least if the light is a decent size to show up in reflections other then just a small hot spot ✨
Another great tutorial video. Nothing is ever said to Otoy. Ahmet is really extremely rude and arrogant. When someone says, 'I wish Otoy had this feature,' he responds with nonsensical replies like, 'These aren't things that can be done in 5 minutes, we're working on it.' The 'include' and 'exclude' options still don't even work properly. There are serious issues with integration with Cinema 4D. 'Octane Scatter' still doesn't support motion blur.
Hey Murathan, thank you very much for your reply and your insights. Ahmet seems a bit frustrated lately. I know when he started developing the plugin he was more open and welcoming to ideas. But if you look at it from his perspective it's also super hard. He pretty much did the job of multiple people. The project manager, the social relations person as well as the programmer. Also I have seen it more then a couple of times that people were really rude towards him. It's the same as if you know how 3D works and some client of yours is bothering you with ideas that are just not as easy to implement. I guess over the time this leaves a mark unfortunately. Luckily Dino is there to help now and he does a great job of gathering info and relaying it to the devs (including Ahmet) Quick question: What do you mean with include / exclude? Are you talking about the C4D Native Tag approach of Light Linking? If so, I think this should never have been attempted as it does work differently then Octanes system and therefore can not support all the functions. I think one should stick to the native instruments to do the job as customization always obscures the workflow and makes it even harder to understand (at least in my opinion in most cases) About Motion Blur: I wish Octane Scatter would support motion blur and I guess it could be implemented (and should be implemented) As always there are some workarounds. For example Multi Instances now work quite nicely with Octane and they also lately received an update to support motion blur. So you can at least use more objects then you would be able to with plain render instances before. Anyway, this is turning in to a way to long comment. Thank you very much for liking the video and for your interaction. I really appreciate it. As I do your support! Cheers and a fantastic mid of the week to you! Raphael
Thank you very much. Appreciate that you like it. The intro is a bit dim as I set the ISO wrong ha ha. But it was the best take so I decided to use it ✨
Thank you. Great to hear you liked this weeks video. About your request. That's indeed a good one! It's not too hard (basically just having good keyframe data and increasing the time samples per frame should do it) but ith might be worth a quick tip (maybe where the tip is actually quick) 🤗
Very cool technique on this one! Thanks for making these tutorials! One idea for the 100 tutorial could be to give away a small materials pack, with some of the material that you’ve made along the way… Maybe that could be interesting. 🌗
Hey Raphael thank you a lot for your effort and all the nice tutorials! One question... I have to render watches and if i exlude the glas from the light all the rest get no light, like the dial. I there a solution to get a light behind the glas?
First of, thank you very much for your comment and that you like my videos. About your question: I think this comes from the fact, that you are using caustics through the glass to light the dial. There are multiple solutions to this: The easiest solution would be to turn on "Fake Shadows" in your glass material. Of course this then removes eventual nice caustics from your glass on the dial. Depending on the glass surface it might or might not matter weather you see caustics or not. It can make the render of course look more realistic. Expecting you know about the fake shadow option makes me believe that you did not use it on purpose because it made the rendering look better. To remain receiving the nice caustics through the glass, it gets a bit more complicated. You then would need two light sources slightly offset behind each other. (Both set to opacity 0 so they become additive) So you have two light sources with the same settings but different IDs. One you exclude from the glass like you had before. On the other you tick off "visible on specular". So it's only visible to diffuse. Therefore the light caustics come through to your watch-face. Though this unfortunately won't include reflections, since it only transports the diffuse. So the easiest method really would be to use the "Fake Shadows" option in the glass material. Hope this gave you a couple of interesting options. Great Friday and start into the weekend to you! Cheers, Raphael
Great tutorial, as always! Thanks for that! In the context of lighting a reflective object: I think to remember that I once came across a C4D native tool with which you can automatically align lights in a way that their reflection gets redirected to shine directly into the lens of the selected camera, which made it easier to create bright highlights. Does that mean anything to you? I can't find this function anywhere...maybe I just imagined the whole thing haha 😅
Hey Roman, thank you very much for your comment and your question. I can remember too that there was a function like this. It pretty much worked for product viz in a scene with little to no obstacles. Also HDR light studio has a similar function. It comes really in handy sometimes. But back to the C4D tool I also can't remember the name of it and it definitely existed. Maybe someone can chime in and relief us 😄
Amazing tutorial! I've searched a lot, but I didn't find anything about this. Do you know any way to make a light to one specific node on the same object and texture. For example: Making a light only for the metallic on the same material, and exclude it on the diffuse channel? Thanks!
Hey there and thank you very much for your nice comment and question. To my knowledge light linking as of now only works with geometry and not on a material basis. So you can unfortunately not include / exclude materials. What you however can do is light link to an object, so the light only affects one object (like it does with my diamond) and then in the lights settings make it only affect diffuse / reflections. Since the lights become additive and shine through each other when you turn down the opacity, you could have multiple lights for one object each affecting other material properties. So e.g. a red light for diffuse and a blue one for the reflection. I know this is not directly what you are asking for, but this is to my knowledge as far as you can take Octane right now.
Dear Raphael, thank you for the light linking video which was "easy as that" .. i hve notived that you are on tutorial #99 and hopefully you did not record your milestone tut YET. i was wondering if i can ask for a tut that probably is the most difficult thing to achieve with Octane (A.F.A.I.K) which is Multi Material on Cloner / Fracture object. What i mean by that is imagine a setup with fracture where we dont need good-old gradient applied to shade the geometry's colour, but a parametric map (EG. gradient with color chunks in step mode) that will represent material portion. Something like 25% = material 1, 33% of material 2 and 42% material 3. This can be done with scene nodes but in a very cumersome way. Are you in for it ? Thanks !!!!
Hey Vladan, thank you very much for your nice comment and your suggestion. I indeed have not yet recorded my 100th episode "Milestone" video. I see where you are going with the multi mat one. Thanks for the good explanation. This really might be interesting. With cloners this might be a bit more easy because you can use instance range and instance color (as well as random color) But for fracture as you do not have different clones, this is a bit more difficult. Especially if you want to art direct which material goes where. If you do not mind, do you also have a real world example for me where you would use something like this? I will definitely keep this in my head! And if not for the 100th episode, then highly probable some time in the future Cheers and thank you very much for your time 🙏
@@SilverwingVFX hey Raphael, I took the liberty and emailed you what i came up with using the technique with a shader color chips. Please take 3 minutes with or without a coffee and take a peak. i appreaciate it. (if you havent received email named "CUBE with 3 materials" its probably in the junk)😇
Hey hey and thank you very much for your comment and suggestion. Not a bad idea. Do you have a concrete example what kind of condensation you would like to see? Thanks in advance for your answer 🙌
Thank you so much for the answer!! i’m looking for a condensation on a glass bottle with a particles system. I found a tutorial with redshift but no one did that with octane🥲
@@SilverwingVFX Thank you so much for the answer!! i would like to see a condensation on a glass bottle with a particle system but no one did that on octane🥲
Great tut - did notice you were using regular light/colour space instead of Aces? As Aces is my default is there a reason on a job like this to revert back to srgb? I guess in Aces it wont look as contrasty maybe? without some post work.
Hey hey Dermot, thank you very much for your reply. Maybe I am misunderstanding something here, but I am actually using ACES in this tut. I mention it here 01:54 About light color spaces: Octane takes in it's native colors as sRGB. This is because it internally has to convert those to Octanes Spectral colorspace. Other then most of the renderers that do their calculations in RGB and therefore can pipe through ACES from start to finish. Because Octane works differently you do not have a "whole ACES pipeline" With textures you can declare those as ACEScg (or ACES-2065) and therefore make Octane recognize those as the respective colors space. But with all color swatches, there is no setting to declare the colorspace. So octane by default reads them as sRGB. If you would want to create a light color in ACES, you would have to create small image files and store and load them in ACES via the Octane Image loader. Also because Octane has it's own color management it is not recommended to enable C4Ds ACES management. It can be done, but it makes understanding what colors go where even more complicated. So in my workflow I stick to feeding everything to Octane in sRGB and then let Octane do the conversion in the Octane Spectral Space and back to ACES later on. Maybe you want to respond and clarify what workflow you are coming from and if I understood your question correctly 😇 Cheers and a fantastic mid of the week to you! Raphael
@@SilverwingVFX I think I get it - My setup points to a separate aces config file and my Liveviewr set to OCIO - Just not used to seeing anything else. My default C4D startup scene its tinkered within an inch of its life with all sorts of settings, cameras, light rigs, materials etc and I forget everyone else doesnt have the same. Been a long time since I started a vanilla C4D scene.
@@dermotfaloon_streetmonkey Ah yeah, makes sense. I also have a OCIO linked, but as a Standard, when I do not want to have a special tonemapper like Rec.709 I go with the "Ocatne ACES One Click Solutio" as I call it. This will give you the Aces to sRGB tonemapping in the live viewer. If you set the output colorspace to ACEScg, then you can do what ever you want in the OCIO as well as octane and Octane on the output side just does not care and saves ACEScg (EXRs) I just use a more vanilla C4D because I want to give the people a chance to follow along 🙌
Thank you very much for your comment and your question ✨ That's rather easy. In C4D hold SHIFT + V so the "View Settings" show up in the attributes. Then navigate to the "HUD" tab and enable "Camera" And that's it. I have turned it on in my "Default Scene" so it's already turned on with every new scene I create 🙌
Hey there Quý Tộc and thank you very much for your question. I think you might be talking about the spread parameter in the roughness of the materials? If so, this does only do something with the "STD" (Students T Distribution) BRDF is enabled. On all the other BRDFs it's without function. I have a section on it in my BxDF tutorial: ua-cam.com/video/qpxBOC_-NfI/v-deo.html If you are talking about another "Spread" parameter e.g. in the lights, then please let me know ✨
Raphael, you can plug in UVW Transform into your HDR Env (as first node) and it will let you use the rotation sliders while using colour correction etc. Esseatlly making it work normally - no need to rotate via texture transform.
Oh, that is super nice. I did not know about that trick. It's super cool that I through my work can also learn new stuff 🙌
Holy shit, it's Spizak, 𝘵𝘩𝘦 Spizak!
A wonderful Tutorial man! lots of useful tips & tricks with your usual pleasant way of tutoring. Chapeau
Oh, thanks so much. I really appreciate your kind words and that you liked the tut 🙏🙌☺
The channel and content I discovered exactly when I needed it. You are great!🤩
The mini sphere/HDRI light for the diamond is an amazing trick, thank you so much, as always!
Thank you very much for your comment. Great hearing that you find it useful 🙌
Finally learned what "Transparent Emission" stands for!
There is always something to learn from you.
Oh, fantastic. I am happy to hear that 🙌
Brother, thank you for always giving great lectures. I love you
And thank you for your comment. Glad you liked it and the other lectures 🙌
YES! I'll enjoy this in the morning, with coffee.
Great to hear. Have a good morning and enjoy 🙌✨🙏
nice trick with hemisphere light
Thank you very much. Appreciate it 🙏
This week's coffee is delicious. Thank you
Hi there and a very warm welcome to this weeks coffee!
Ha ha ha ha. Thank you for this gem of a comment 😉😇
Hello hello, it's been a while haha, a handy tutorial! most people sleep on light-linking as it's perfect not just for product shots, but for Vfx too, and with light passes and some simple math, one can get pretty interesting results and byproducts. i.e.🌗+ 🌓= 🌕
I'm glad you mentioned the sphere workaround, I was about to write it here, and of course, you described it much better than I would have 😂
Coffee can't get any better with those on as I prep for work, wish you a great week ahead 🙌🌟
Hey hey Zaidi,
as always, super nice seeing your great comments here.
You seem to know all about light linking already. So thank you for watching the video anyway 🙌 Means a lot!
And yeah there is a whole rabbit hole that one could go down. Light ID AOVs, with internal octane compositing with e.g. Cryptomatte etc. There are just so many possibilities to art direct the result to make it stand out and look great!
Great to hear you have a tasty coffee as you watch those videos. Those go together super nicely 🙌
Cheers and thanks so much for the ✨🌕✨ and of course a great start into this week to you!
So, so good. I was just asking about the gradient in a light just recently. Thank you
Thank you very much. Fantastic to hear that you found it helpful 🙌
Gradients in Lights are always a good method to make your scene look more organic. I tend to do that a lot. At least if the light is a decent size to show up in reflections other then just a small hot spot ✨
Thank you so much sir. you're realy best in the UA-cam.🙏🙏🙏
Thanks so much for your massive compliment 🙏✨🙌
Another great tutorial video. Nothing is ever said to Otoy. Ahmet is really extremely rude and arrogant. When someone says, 'I wish Otoy had this feature,' he responds with nonsensical replies like, 'These aren't things that can be done in 5 minutes, we're working on it.' The 'include' and 'exclude' options still don't even work properly. There are serious issues with integration with Cinema 4D. 'Octane Scatter' still doesn't support motion blur.
Hey Murathan,
thank you very much for your reply and your insights.
Ahmet seems a bit frustrated lately. I know when he started developing the plugin he was more open and welcoming to ideas. But if you look at it from his perspective it's also super hard. He pretty much did the job of multiple people. The project manager, the social relations person as well as the programmer.
Also I have seen it more then a couple of times that people were really rude towards him. It's the same as if you know how 3D works and some client of yours is bothering you with ideas that are just not as easy to implement. I guess over the time this leaves a mark unfortunately. Luckily Dino is there to help now and he does a great job of gathering info and relaying it to the devs (including Ahmet)
Quick question:
What do you mean with include / exclude? Are you talking about the C4D Native Tag approach of Light Linking? If so, I think this should never have been attempted as it does work differently then Octanes system and therefore can not support all the functions. I think one should stick to the native instruments to do the job as customization always obscures the workflow and makes it even harder to understand (at least in my opinion in most cases)
About Motion Blur:
I wish Octane Scatter would support motion blur and I guess it could be implemented (and should be implemented)
As always there are some workarounds. For example Multi Instances now work quite nicely with Octane and they also lately received an update to support motion blur. So you can at least use more objects then you would be able to with plain render instances before.
Anyway, this is turning in to a way to long comment. Thank you very much for liking the video and for your interaction. I really appreciate it. As I do your support!
Cheers and a fantastic mid of the week to you!
Raphael
Fun intro! ❤ nice topic too. Thanks for covering this 🙏
Thank you very much. Appreciate that you like it. The intro is a bit dim as I set the ISO wrong ha ha. But it was the best take so I decided to use it ✨
Loved it!!
Ohhh, thank you very much Tony ❤
A great one this is. thank you. It will easily transport to 3dsmax!🌗
I think now you have them all. Thank you so much for your support watching and commenting them all 🙇♂️🙏
great tips.
Thank you very much 🤗
thank you for sharing all amazing tips
You are very welcome. Glad you like them and find them helpful!
Excellent video as always! 😎👍 I'm waiting for a tutorial from you for motion blur of rotating objects such as car wheels
Thank you. Great to hear you liked this weeks video.
About your request. That's indeed a good one! It's not too hard (basically just having good keyframe data and increasing the time samples per frame should do it) but ith might be worth a quick tip (maybe where the tip is actually quick) 🤗
Very cool technique on this one! Thanks for making these tutorials! One idea for the 100 tutorial could be to give away a small materials pack, with some of the material that you’ve made along the way… Maybe that could be interesting. 🌗
Thank you very much for your great comment and your suggestion. Sounds quite cool. I think about it 🙌
this is so helpful, thanks again RR
Thank you very much and of course fantastic to hear that 🙌
Awesome 👍
Thank you very much 🤗
Hey Raphael thank you a lot for your effort and all the nice tutorials!
One question... I have to render watches and if i exlude the glas from the light all the rest get no light, like the dial.
I there a solution to get a light behind the glas?
First of, thank you very much for your comment and that you like my videos.
About your question:
I think this comes from the fact, that you are using caustics through the glass to light the dial. There are multiple solutions to this:
The easiest solution would be to turn on "Fake Shadows" in your glass material. Of course this then removes eventual nice caustics from your glass on the dial. Depending on the glass surface it might or might not matter weather you see caustics or not. It can make the render of course look more realistic.
Expecting you know about the fake shadow option makes me believe that you did not use it on purpose because it made the rendering look better.
To remain receiving the nice caustics through the glass, it gets a bit more complicated. You then would need two light sources slightly offset behind each other. (Both set to opacity 0 so they become additive)
So you have two light sources with the same settings but different IDs. One you exclude from the glass like you had before. On the other you tick off "visible on specular". So it's only visible to diffuse. Therefore the light caustics come through to your watch-face. Though this unfortunately won't include reflections, since it only transports the diffuse.
So the easiest method really would be to use the "Fake Shadows" option in the glass material.
Hope this gave you a couple of interesting options.
Great Friday and start into the weekend to you!
Cheers,
Raphael
Great tutorial, as always! Thanks for that! In the context of lighting a reflective object: I think to remember that I once came across a C4D native tool with which you can automatically align lights in a way that their reflection gets redirected to shine directly into the lens of the selected camera, which made it easier to create bright highlights. Does that mean anything to you? I can't find this function anywhere...maybe I just imagined the whole thing haha 😅
Hey Roman,
thank you very much for your comment and your question.
I can remember too that there was a function like this. It pretty much worked for product viz in a scene with little to no obstacles. Also HDR light studio has a similar function. It comes really in handy sometimes.
But back to the C4D tool I also can't remember the name of it and it definitely existed. Maybe someone can chime in and relief us 😄
Amazing tutorial! I've searched a lot, but I didn't find anything about this. Do you know any way to make a light to one specific node on the same object and texture. For example: Making a light only for the metallic on the same material, and exclude it on the diffuse channel? Thanks!
Hey there and thank you very much for your nice comment and question.
To my knowledge light linking as of now only works with geometry and not on a material basis. So you can unfortunately not include / exclude materials.
What you however can do is light link to an object, so the light only affects one object (like it does with my diamond) and then in the lights settings make it only affect diffuse / reflections.
Since the lights become additive and shine through each other when you turn down the opacity, you could have multiple lights for one object each affecting other material properties. So e.g. a red light for diffuse and a blue one for the reflection.
I know this is not directly what you are asking for, but this is to my knowledge as far as you can take Octane right now.
@@SilverwingVFX Thanks a loot for the feedback!
🌝🌗🌚 Thank you! Great as always.
Thank you very much. I am super glad to hear that 🙌
Dear Raphael, thank you for the light linking video which was "easy as that" .. i hve notived that you are on tutorial #99 and hopefully you did not record your milestone tut YET.
i was wondering if i can ask for a tut that probably is the most difficult thing to achieve with Octane (A.F.A.I.K) which is Multi Material on Cloner / Fracture object.
What i mean by that is imagine a setup with fracture where we dont need good-old gradient applied to shade the geometry's colour, but a parametric map (EG. gradient with color chunks in step mode) that will represent material portion.
Something like 25% = material 1, 33% of material 2 and 42% material 3.
This can be done with scene nodes but in a very cumersome way.
Are you in for it ?
Thanks !!!!
Hey Vladan,
thank you very much for your nice comment and your suggestion.
I indeed have not yet recorded my 100th episode "Milestone" video.
I see where you are going with the multi mat one. Thanks for the good explanation. This really might be interesting.
With cloners this might be a bit more easy because you can use instance range and instance color (as well as random color) But for fracture as you do not have different clones, this is a bit more difficult. Especially if you want to art direct which material goes where.
If you do not mind, do you also have a real world example for me where you would use something like this?
I will definitely keep this in my head! And if not for the 100th episode, then highly probable some time in the future
Cheers and thank you very much for your time 🙏
@@SilverwingVFX hey Raphael, I took the liberty and emailed you what i came up with using the technique with a shader color chips. Please take 3 minutes with or without a coffee and take a peak. i appreaciate it. (if you havent received email named "CUBE with 3 materials" its probably in the junk)😇
can you please make a tutorial about water condensation in octante?🙏
Hey hey and thank you very much for your comment and suggestion.
Not a bad idea. Do you have a concrete example what kind of condensation you would like to see?
Thanks in advance for your answer 🙌
Thank you so much for the answer!! i’m looking for a condensation on a glass bottle with a particles system. I found a tutorial with redshift but no one did that with octane🥲
@@SilverwingVFX Thank you so much for the answer!! i would like to see a condensation on a glass bottle with a particle system but no one did that on octane🥲
Great tut - did notice you were using regular light/colour space instead of Aces? As Aces is my default is there a reason on a job like this to revert back to srgb? I guess in Aces it wont look as contrasty maybe? without some post work.
Hey hey Dermot,
thank you very much for your reply. Maybe I am misunderstanding something here, but I am actually using ACES in this tut. I mention it here 01:54
About light color spaces:
Octane takes in it's native colors as sRGB. This is because it internally has to convert those to Octanes Spectral colorspace. Other then most of the renderers that do their calculations in RGB and therefore can pipe through ACES from start to finish.
Because Octane works differently you do not have a "whole ACES pipeline" With textures you can declare those as ACEScg (or ACES-2065) and therefore make Octane recognize those as the respective colors space. But with all color swatches, there is no setting to declare the colorspace. So octane by default reads them as sRGB. If you would want to create a light color in ACES, you would have to create small image files and store and load them in ACES via the Octane Image loader.
Also because Octane has it's own color management it is not recommended to enable C4Ds ACES management. It can be done, but it makes understanding what colors go where even more complicated. So in my workflow I stick to feeding everything to Octane in sRGB and then let Octane do the conversion in the Octane Spectral Space and back to ACES later on.
Maybe you want to respond and clarify what workflow you are coming from and if I understood your question correctly 😇
Cheers and a fantastic mid of the week to you!
Raphael
@@SilverwingVFX I think I get it - My setup points to a separate aces config file and my Liveviewr set to OCIO - Just not used to seeing anything else. My default C4D startup scene its tinkered within an inch of its life with all sorts of settings, cameras, light rigs, materials etc and I forget everyone else doesnt have the same. Been a long time since I started a vanilla C4D scene.
@@dermotfaloon_streetmonkey Ah yeah, makes sense.
I also have a OCIO linked, but as a Standard, when I do not want to have a special tonemapper like Rec.709 I go with the "Ocatne ACES One Click Solutio" as I call it. This will give you the Aces to sRGB tonemapping in the live viewer. If you set the output colorspace to ACEScg, then you can do what ever you want in the OCIO as well as octane and Octane on the output side just does not care and saves ACEScg (EXRs)
I just use a more vanilla C4D because I want to give the people a chance to follow along 🙌
How do we set camras switching in the HUD like you have?
Thank you very much for your comment and your question ✨
That's rather easy. In C4D hold SHIFT + V so the "View Settings" show up in the attributes. Then navigate to the "HUD" tab and enable "Camera"
And that's it.
I have turned it on in my "Default Scene" so it's already turned on with every new scene I create 🙌
@@SilverwingVFX Thank u so much
One thing that irritating me about octane so far is the Spread parameter
Hey there Quý Tộc and thank you very much for your question. I think you might be talking about the spread parameter in the roughness of the materials?
If so, this does only do something with the "STD" (Students T Distribution) BRDF is enabled. On all the other BRDFs it's without function.
I have a section on it in my BxDF tutorial:
ua-cam.com/video/qpxBOC_-NfI/v-deo.html
If you are talking about another "Spread" parameter e.g. in the lights, then please let me know ✨
@@SilverwingVFX Yes I was talking about the spread in light, which I find very easy to do in Redshift and Blender but not with Octane.
🌓💡🌗
Yaaas, super nice ✨🌕✨
🌗❤🌓
Ha hanice. Vielen Dank Dir ✨🙏✨
兄弟,两周没更新了,哪去了?
嘿,谢谢你的关心。我过完生日,正在度假。