It is 2023 and your video is still valid. Why did you stop doing videos? There are not Octane for Blender videos or just a few and they are pretty bad. You would have made a lots of money. It's too bad.
My old render had 4 channels I could use for environmental lighting. One emiiter, diffuse, reflection and refraction. Was very powerful to work with, super handy to control all 4 of those seperate s the 2 octane has
Thanks for doing this! Very well done for your first tutorial. Help me a lot to understand the difference between cycles and octane color management. I look forward to your next video!
You are actually the first which states changing the transmission actually to diffuse for a diffuse material. Kinda vague it still looks the same. I wonder why they don't hide props from that universal shader depending on the transmission, it would make way more compact
What I know about camera response curve is that it looks the same as film response curve. Basically a curve how a film would react to light. Different brands of film, have specific properties and film would get specific looks based in the different films types
Ahoj Jano. Nice content :) One thing I want to mention that all octane for blender users should know, is that it is sub-optimal color management setup. You can actually keep display device at srgb (this makes the non-rendered viewport use srgb and therefore look the same as with eevee etc, matcaps and everything) assuming most of people do use monitors in srgb but instead change view transform to "raw"(this has for octane same effect as display=none and vt=standard) the "raw" is probably BF's arbitrary setting that forces rendered output to avoid prior srgb conversion, meaning use renderer's transform which you can set to srgb or whatever you set your octane camera to. This should be the ideal setting where viewport looks always the same unless you render (interactive viewport will be correct too, since it's handled by octane). I already mentioned this in few forums, and few people already know about this but it seems old habits die hard. so again, display=srgb, view transform=raw should be best to keep viewport srgb and octane do it's own thing. Keep up with the good work you're doing :)
Hi Jan. Great tutorial. I was following with my simple scene with just 2 materials and I am impressed with results. You were asking at the end for suggestion what to do next. My list would be in random order: how to use procedural textures (mostly for mixing between two materials/textures), how to add dirt (like in cycles you can with AO node), how to filter edges (like in cycles you could with bevel or geometry node), how to add decals and other things on a different UV. Thank you for the video and I am waiting for more. All the best.
They should update that material convertor, because there more nodes kinda similar. Like curves, transform and some more, that would save even more time
Hi, really great explanations. When you have changed all of your materials to work I with Octane, what do you do to save and reuse in other projects so you don’t have to change the assets and material every time.
Hi sometimes it is enough, it depends on your glass shader on windows or even if you have some material - removing glass in this kind of composition is okay as you do not need reflections in windows. In this scene there are more sources of light - here is a link to project www.blendermarket.com/products/interior-scene-03-cyclesoctane Hope it helps
I read that all maps except albedo/diffuse and translucent should be set to 1 in gamma. But as you can see Jan is playing a lot of gamma inputs and his renders still looks nice. So that is more of artistic feel i think
@@adamzorian9830 that isn't a question of artistic feel but a technical issue. Normal map must be used in linear space so use a gamma of 2.2 (sRGB gamma) is wrong.
Hello would like to ask at 16:00 how do you get those material previews on yung Right 3D viewport? Seems like they have color blocking based on the color of the material. Mine only shows gray shading because when I press Z I dont have the material preview option on octane renderer mode. If im in cycles workflow I have the ability to select Material preview when I hit Z. It cool to preview your material without hitting render all the time. Thanks!
The part where you stayed octane and cycles use different color management is not exactly true. Since blender started using Filmic, it also uses OCIO, same as octane
Otoy should have done a much better job with their implementation if im honrst. I mean when you open it for the first time, they should have already set all default settings a user uses for octsne. I also find some of their panels so confusing, especiat the aov and compositing. But im not familiar with octane method so that is probably why.
This video is GOLDEN, for those who want to start with Octane with blender, I literally didn't found the better video on youtube!!!
This tutorial is so fantastic! I love it. 😍 Please make more tutorials about Octane render. ❤❤❤
18:12 Texturing
13:09 How Power and Gamma work
14:34 Emission Material
15:20 Rendering
19:22 Post Processing
Legend, thanks for that!
More videos like this!
More one subscriber!
Octane + Blender =❤️❤️❤️❤️
Super, držím palce s dalšími tutoriály!
It is 2023 and your video is still valid. Why did you stop doing videos? There are not Octane for Blender videos or just a few and they are pretty bad. You would have made a lots of money. It's too bad.
My old render had 4 channels I could use for environmental lighting. One emiiter, diffuse, reflection and refraction. Was very powerful to work with, super handy to control all 4 of those seperate s the 2 octane has
For the first video it is really good and educative, i am really excited about next ones ;-)
!!!!!! yeah! like, wow thank you???!!
Thanks Jan!
3D Shaker, thank you!
Still a great tutorial for Octane & Blender. Subscribed your channel!
Thanks for doing this! Very well done for your first tutorial. Help me a lot to understand the difference between cycles and octane color management. I look forward to your next video!
Thanks for the great explanations. I learned several things from your video. Cheers
You are actually the first which states changing the transmission actually to diffuse for a diffuse material. Kinda vague it still looks the same. I wonder why they don't hide props from that universal shader depending on the transmission, it would make way more compact
What I know about camera response curve is that it looks the same as film response curve. Basically a curve how a film would react to light. Different brands of film, have specific properties and film would get specific looks based in the different films types
Nice lighting :)
Ahoj Jano. Nice content :) One thing I want to mention that all octane for blender users should know, is that it is sub-optimal color management setup.
You can actually keep display device at srgb (this makes the non-rendered viewport use srgb and therefore look the same as with eevee etc, matcaps and everything) assuming most of people do use monitors in srgb but instead change view transform to "raw"(this has for octane same effect as display=none and vt=standard) the "raw" is probably BF's arbitrary setting that forces rendered output to avoid prior srgb conversion, meaning use renderer's transform which you can set to srgb or whatever you set your octane camera to.
This should be the ideal setting where viewport looks always the same unless you render (interactive viewport will be correct too, since it's handled by octane). I already mentioned this in few forums, and few people already know about this but it seems old habits die hard.
so again, display=srgb, view transform=raw should be best to keep viewport srgb and octane do it's own thing.
Keep up with the good work you're doing :)
Great start!!! Tks man!!
thanks :)
Thank you! I learned a ton! :)
Hi Jan. Great tutorial. I was following with my simple scene with just 2 materials and I am impressed with results. You were asking at the end for suggestion what to do next. My list would be in random order: how to use procedural textures (mostly for mixing between two materials/textures), how to add dirt (like in cycles you can with AO node), how to filter edges (like in cycles you could with bevel or geometry node), how to add decals and other things on a different UV. Thank you for the video and I am waiting for more. All the best.
They should update that material convertor, because there more nodes kinda similar. Like curves, transform and some more, that would save even more time
Finally, you are here !!!!!
Great video . love it!!!!!!!!!
Plsss make more octain videos,,,,
Great Video
Omg I didn't even know it existed!!!!!
duuuude, you are inspiring !!!
perfect ... thank u !
Impressive...
Wow, ďakujem pekne. Octane engine je zadarmo?
Whats your GPU? Your previews are crazy fast
Hi, really great explanations. When you have changed all of your materials to work I with Octane, what do you do to save and reuse in other projects so you don’t have to change the assets and material every time.
Which renderer engine is better - Cycles or Octane ?
Does octane have light-linking like in Corona? And how does it handle LUTs?
super video, why you switch to octane?
How do we affect uvmaps and different iv channels with octane?
Is there no need for any extra light for lighting in room? Or the scene light(From hdri) is enough?
Hi sometimes it is enough, it depends on your glass shader on windows or even if you have some material - removing glass in this kind of composition is okay as you do not need reflections in windows. In this scene there are more sources of light - here is a link to project www.blendermarket.com/products/interior-scene-03-cyclesoctane
Hope it helps
Hi Jan, you made a little mistake about Normal Map Setting. The Gamma for this map should be always set to "1.00" or you could see artifacts.
I read that all maps except albedo/diffuse and translucent should be set to 1 in gamma. But as you can see Jan is playing a lot of gamma inputs and his renders still looks nice. So that is more of artistic feel i think
@@adamzorian9830 that isn't a question of artistic feel but a technical issue. Normal map must be used in linear space so use a gamma of 2.2 (sRGB gamma) is wrong.
Thank you Umberto for reported this mistake, you are right about that
@@3dshaker496 :) it's all right. Thank you so much.
Hello would like to ask at 16:00 how do you get those material previews on yung Right 3D viewport? Seems like they have color blocking based on the color of the material. Mine only shows gray shading because when I press Z I dont have the material preview option on octane renderer mode. If im in cycles workflow I have the ability to select Material preview when I hit Z. It cool to preview your material without hitting render all the time. Thanks!
Is octane better than Fstorm?
What does it mean Cycles and Ocatne have different color managment?Can you explain it?
Can you explain how you made your flooring? Is there a floor generator for blender?
Thats weird, you rotates it uses translation, is that vecause you uses yxz vs xyz? Normally you use rotstion, translation is basically moving it
🤩
The part where you stayed octane and cycles use different color management is not exactly true. Since blender started using Filmic, it also uses OCIO, same as octane
Otoy should have done a much better job with their implementation if im honrst. I mean when you open it for the first time, they should have already set all default settings a user uses for octsne. I also find some of their panels so confusing, especiat the aov and compositing. But im not familiar with octane method so that is probably why.
Hi I'm having issues with the HDRI. The object turns transparent or two bodies appear with one transparent and one solid which I can't access
Wow
More octane+blender plz
Any tutorial haw to setup Octane renderer in Blender ? Please....😭
Damn that plant looks realistic! Is that a 3D Shaker model?
hi, yes, it is our product - www.blendermarket.com/products/interior-scene-03-cyclesoctane
Hi, i tried Octane , it seems a little weak in the caustics or i m wrong?
I moved into octane 2 days ago
the plugin miss some fondamental , like the foam
in ocean shader
The audio could be a bit more normalized, it's hard hear what you're saying. Otherwise great.
God!
good video ,if only octane was way better integrated with blender functionalities
How do you do Octane Conversion, because I don't have this option at all ?
which version of Octane do you have instaled ?
It's in F3 bro
@@3dshaker496 I can't find it either. Is it possible that this feature is not in the free prime Version of Octane?
@@hazebuster7876 If you go to edit, preferences, interface and look for "developer extras" and turn it on, then it should work
@@lepolygon9979 Thank you! now it works
learning blender octane is like learning geo nodes
my conversion to octane materials button is missing. I'm on 2.83
nvm it was in F3 I forgot i'm using a different keybinding.
@@TheBratscin1 i dont have an converter to octane nodes, whatsd wrong?
Denoise is not working in 2.91
moree
that's not what gamma does.