Perfect style of tutorial, to the point and with just enough background info to understand the effect. Also thanks for not adding any music. Helped out a lot in a recent project.
thank you so much for this video. i did figure out enough about ani materials in octane to kind of use them a while back, but this video helped me understand what is going on "under the hood" a lot better.
Great video, but keep in mind, (not that it's a big deal, but you would not a have a circluar anisotrophy of a flat surface side of a cube where the highlights came to a point in the center. The highlights coming to a point in the center are a effect caused by parts that were on a lathe as the cutting head cut toward the center, and i f it was on a flat surface like that it would be from a rotating cutter on a vertical mill, most likely from a flattening process. If the surface is ground, the scratches would be random in direction but would most likely have a uniform movement from one side to another
Great tutorial! This got me thinking about the anisotropic and diffraction grating effects on a CD and how to replicate that inside of Octane. I imagine it would require a custom OSL. Would love a tutorial on how to do this if you figure it out!
Great tutorial as always! Big fan of your work! However I feel the need of more in-depth knowledge on the topic, especially on creating like circle, cylinder shaped objects that has a nice like brushed metal pattern anisotropy which unfortunately I was not able to get right after watching the tutorial. I guess there should be something more like normal/bump map/roughness map or something to create the look.
Thank you for your long comment. Of course the material can be spiced up with, as you said, normal maps, bump maps and roughness variance. This tut only covers the very basics of anisotropy. Its the same as if you have roughness on your material, it will be applied uniformly and simulates the surface structure at an infinite small scale. You can get some more haptic look if you add structure with extra shaders. I will write your suggestion down on your list.
Thank you for a very useful lesson. I have a question. In which channels should gamma 1 be used? for example, do I need to use the gamma of 1 textures in normals, bumpers, etc?
If you are working with BPR textures the only texture you would set to "sRGB" (Gamma 2.2) is the albedo / diffuse (or anything that contributes to visible color (e.g. color in the specular channel in a metal material). All the others (those who drive parameters like roughness, Bump, IOR/1 etc.) usually are "Non Color Data" (Gamma 1) Octane handles Normals a bit differently. So you can set what you want there because it´s usually ignored. But in general it would also be "Non Color Data" (Gamma 1) Of course when working with procedural textures or if you want to tweak your PBR textures you of course can use different gamma values though. Hope that helps 🙌
@@SilverwingVFX Thank you so much for the detailed answer, Bro. I'm learning a lot of new things on your channel. Good luck and prosperity to your channel😀
I remember the first time i tried to add anisotropy, it took me like 3 full days to figure out that the octane bsdf model doesnt support it T_T It was quite upsetting to have wasted all that time for something id expect to just work.
hello! I follow you from syringe vfx, I admire you a lot and your tips are very good, I need to know how to export the render from c4d(octane) to ae with alpha channel and see the camera post processing
Oh wow. First of thank you very much for following me for this long. The Syringe video must have been around 2010. I could make a quick tip about that. But I will describe it real quick: You need render out the "Post Processing" pass. This will split off your post into a separate render pass. Render everything with alpha and in comp add the Post Pro pass on top of your alpha beauty in additive mode. Done.
This is one of the most useful tutorial channel I've ever seen.
Oh, thanks a lot. Highly appreciate to hear that!
Perfect style of tutorial, to the point and with just enough background info to understand the effect. Also thanks for not adding any music. Helped out a lot in a recent project.
Thank you very much. That´s some great compliments right there. Very much appreciate that you like it 😊
thank you so much for this video. i did figure out enough about ani materials in octane to kind of use them a while back, but this video helped me understand what is going on "under the hood" a lot better.
Thank you very much. I very much appreciate your nice comment. Cheers!
love it to see much more videos from you Raphael! and allways there is something new to learn.
Thank you very much. Yeah I try to make a new video every Sunday. But can´t guarantee that I will always have the time!
Great video, but keep in mind, (not that it's a big deal, but you would not a have a circluar anisotrophy of a flat surface side of a cube where the highlights came to a point in the center. The highlights coming to a point in the center are a effect caused by parts that were on a lathe as the cutting head cut toward the center, and i f it was on a flat surface like that it would be from a rotating cutter on a vertical mill, most likely from a flattening process. If the surface is ground, the scratches would be random in direction but would most likely have a uniform movement from one side to another
Hey thanks.
Yeah, it would be more realistic on the top of a cylinder. But its just for demonstration purposes.
Cheers and a good time to you!
That's so great! I always struggle with this effect, so thank you for the recipe!
Yeah. Was the same for me. And still is when using other renderers. Octane now is pretty straight forward to me.
Great tutorial! This got me thinking about the anisotropic and diffraction grating effects on a CD and how to replicate that inside of Octane. I imagine it would require a custom OSL. Would love a tutorial on how to do this if you figure it out!
love your Quick Tips, Raphael!
Thanks so much!
Jesus, Cornelius hat dich in seinem Stream empfohlen holy :D Ich bin so happy, dass er das gemacht hat. Danke für den tollen Content.
Danke. Freut mich, dass Dir der Content gefällt 🙌
Damn. Any other shader but octane. I was beginning to think my octane is broken. Short video but a total lifesaver for me right now
Yeah. It´s a bit of a gotcha. Glad you figured it out!
Wow, so technical
Thank you for your comment. Hopefully you still liked it.
Some things are rather technical. But that also makes them a bit nerdy, which I like ha ha 😇
@@SilverwingVFX loved it! And understanding complexity is my thing! Cheers!
Thank you!
You welcome!
Thanks for the insights!
I can only find Gradient Generator with the search command. At which category does it belong?
How Octane's mobile cool lighting is achieved
⚡
Great tutorial as always! Big fan of your work! However I feel the need of more in-depth knowledge on the topic, especially on creating like circle, cylinder shaped objects that has a nice like brushed metal pattern anisotropy which unfortunately I was not able to get right after watching the tutorial. I guess there should be something more like normal/bump map/roughness map or something to create the look.
Thank you for your long comment.
Of course the material can be spiced up with, as you said, normal maps, bump maps and roughness variance. This tut only covers the very basics of anisotropy.
Its the same as if you have roughness on your material, it will be applied uniformly and simulates the surface structure at an infinite small scale. You can get some more haptic look if you add structure with extra shaders. I will write your suggestion down on your list.
Thank you for a very useful lesson. I have a question. In which channels should gamma 1 be used? for example, do I need to use the gamma of 1 textures in normals, bumpers, etc?
If you are working with BPR textures the only texture you would set to "sRGB" (Gamma 2.2) is the albedo / diffuse (or anything that contributes to visible color (e.g. color in the specular channel in a metal material). All the others (those who drive parameters like roughness, Bump, IOR/1 etc.) usually are "Non Color Data" (Gamma 1)
Octane handles Normals a bit differently. So you can set what you want there because it´s usually ignored. But in general it would also be "Non Color Data" (Gamma 1)
Of course when working with procedural textures or if you want to tweak your PBR textures you of course can use different gamma values though.
Hope that helps 🙌
@@SilverwingVFX Thank you so much for the detailed answer, Bro. I'm learning a lot of new things on your channel. Good luck and prosperity to your channel😀
I remember the first time i tried to add anisotropy, it took me like 3 full days to figure out that the octane bsdf model doesnt support it T_T It was quite upsetting to have wasted all that time for something id expect to just work.
I feel you. Luckily I have made it a practice to set all my materials to GGX when I create them. So I dodged this bullet 😇
hello! I follow you from syringe vfx, I admire you a lot and your tips are very good, I need to know how to export the render from c4d(octane) to ae with alpha channel and see the camera post processing
Oh wow. First of thank you very much for following me for this long. The Syringe video must have been around 2010.
I could make a quick tip about that. But I will describe it real quick: You need render out the "Post Processing" pass. This will split off your post into a separate render pass. Render everything with alpha and in comp add the Post Pro pass on top of your alpha beauty in additive mode. Done.