Great tutorial as always! I love the fact that you're not only saying how it's done like everybody else, but you're also explaining why it's done in a certain way based on actual physical examples. Thank you!
Thanks a lot. Appreciate that you like my approach 🙏 To be honest, this is just the way I was able to learn the stuff and memorize it best. Looking at reality and see how it behaves there 🙌😊
Hey Agi, thank you very much for becoming a patreon. I really appreciate it. Cheers and a great rest of the weekend and start into the new week to you!
Oh man, thank you so much for you kind words. I really appreciate it! I am figuring stuff out either by accident or because I have been doing this stuff for such a long time (since 2002) 😇😅
Hello, I hope you are doing well! awesome tutorial, as usual, I was wondering if you already posted the project files since I couldn't find them in your Patreon, thank you in advance!
Hey hey and thank you very much for your comment. The scene is available via Patreon. It might not be on the first page. So you have to scroll down and then at the bottom click "load older posts" Here's the link to it: www.patreon.com/posts/88342804?
Hey hey, thank you so much. Great to hear you like it Usually I also would add scratches to the convex Vertex Map. But that would have made the video a tad to long.
Thank you very much. Much appreciated. For redshift. I have written this in a post below somewhere. But I will repeat it here: With redshift you can actually get a very similar result by using the old material (not the standard surface) and then setting the scattering that you have in the refraction to extinction. I am not at the computer so I might be off on the terminology 😇 I know this because I had to make such a shader in Redshift once.
@@SilverwingVFX Yes, thanks for the info.. I also did similar material in RS, but it was just random tweaking of parameters here and there until I got a visually satisfying look. Which is not good, and that's why I wrote about a similar tutorial, but for Redshift..
I just struggled with this last week! Thank you! I'm an Octane noob and I notice I arrived right in the middle of so much change; your videos are saving me! No kidding, I was even gonna ask you about Surface Waviness cause I'm dealing with a glass panel and BAM 10:52 Thanks, Master. 🌩(Cloud + Awesome Bonus)
Ohhh. Thanks so much Emmanuel. That´s an awesome comment. I am very glad I am able to guide you through some processes with octane 🙌✨ Ah and also thank you very much for ☁️ the video ha ha 🙏
Thank you very much for your comment. Yeah. I feel the same. SSS in Octane is really good! Vertex Maps should work for a longer time now. You can bring them into the material via the attribute node. I also have a tut on this: ua-cam.com/video/nm2FSVKKFOI/v-deo.html The thing that does not work with VertexMaps though is displacement. Hope this helps!
@@SilverwingVFX "The thing that does not work with VertexMaps though is displacement." that is where I wanted to get, shit! that's a deal breaker for me. Opening UV and painting maps sucks. How frequently Otoy updates their products? Redshift has a lot of updates in a year.
@@Ricardo-de9ju Just to clarify. Displacement does work independent from Vertex Maps. You just can´t use vertex maps to create or mix displacement. But I guess you meant that. If you have UVs on the Object you could use your Vertex Maps and bake those out as textures. But it requires setting them up first of course, so it might be about the same effort as painting masks from the start. Otoy usually has about two releases per Year (and many smaller bug fix ones in between) Usually its the year number .1 and then some time later .2 To be honest I think both engines are struggling with different things at the moment. So both of them do not feel that polished 🥲
Hello, your Octane materials are amazing. Are you also planning to release any octane material packs for sale? I would be very interested in such a product
Hey hey, thank you very much for the interest in my materials! Unfortunately there are no libraries available right now. The only thing that comes close is the material ball scene on patreon. Also if you go through my patreon you can gather different materials that I usually use for my professional work in the scenes I share there. The reason I do not offer a library right now is that I of course would want it to be the highest of quality and also would have to maintain it with updates etc. wich is a lot of work. Cheers, Raphael
The result is excellent, but I have a question, how can I configure it so that the contents of the plastic container are visible? , adds another element inside the plastic container and when rendering it it is lost.
Hey there and thank you very much for your comment. I think your problem has nothing to do with the plastic container. It should work just fine with objects inside, just like in reality. If you have a container that is open, like in my video it might be a ray epsilon problem: ua-cam.com/video/oidqVR_3E04/v-deo.html It you have a thicker plastic container and want to add objects within the plastic (objects molten within the plastic). This too could be a ray epsilon problem. But also a nested dielectrics problem. E.g. you have the wrong priorities for the materials inside the plastic. Refer to the guide here: ua-cam.com/video/IzTCztpur10/v-deo.html I hope that it's one of those. If not, feel free to ask again 😇
@@SilverwingVFX Thank you very much!! The videos really helped me a lot. I had a problem with the epsilon rays, but the scene came out very well. I just need to fine-tune the lighting. I think that's where my mistake started, which is why it didn't come out like you showed in the video.
@@SilverwingVFX i should give a shot again, I left it 3 years ago due to crashes. Is more stable now? Also compatibility with Houdini wasn’t very good. Thanks again master!
@@caskal If you are good with RS then there is no need to switch I would say. Octane is definitely more stable now. But as with most of the GPU renderers very much depends on your systems hardware and software (drivers) I usually have 1-2 crashes / freezes a Day working all Day. Sometimes more, sometimes none. But I have a bit of workflow bias. Meaning that I know when to click where and when not to click what. Its muscle memory over the Years, so I can´t really tell what it is. Again, if you like RS and have no problems. Then there is no cause to use Octane. Appreciate you watching my videos though ha ha 🥳
Thanks)How do you make concave vertex map curvature? Do you just put the object itself in the vertex map field and adjust the curvature there, reinforcing it with a spline, or is there another way?
Hey there and thank you for your question. Actually I do it the old fashioned way selecting the parts manually. You can see how I do it to some extend in that video (should start at the right time): ua-cam.com/video/rRoo1Z489YI/v-deo.html
Do you understand how to create the same look with SSS in Octane's Standard Material surface? The Scale parameter doesn't seem to work like the Density parameter and it's kind of hard to dial in some desired SSS looks
Yes this is also possible. Its a different mechanism. Find the settings and some explanation below: In the Standard Surface: Go to the transmission and set "Weight" to 1 Tick "Fake Shadows" Set "Color" to 50% Gray This is the transmission color if the Depth is 0. If the depth is greater then 0 then it becomes a absorption value. Set "Scatter" to full white. Now set the depth value to e.g. 0.02 (this gives about the same effect as the Scatter Density 100) The Depth value is related to the density value in the scattering medium. Though it works the other way around and produces denser results with smaller numbers. You can think of this as the distance the set absorption color is reached or in terms of scattering the distance between scattering "particles". The smaller the distance, the more scattering. In this type of shader scattering can only take place if there also is absorption. Hence the middle gray value in the "Color" channel. Hope this helps 🙌
@@SilverwingVFX Dude thank you so much! That makes sense and I got it to work. It's just confusing that there are 2 different methods for SSS and they produce different results. I definitely prefer the results from the Transmission method. If you have the time, I would love to watch a breakdown use cases for each/ pros and cons. Or may the old way is just outdated, and that's fine too lol. You're the man, thank you for taking the time to respond 🙏
@@SeunJubril Thank you very much for your answer. Very happy to hear you got it working. The Standard Surface has been brought in to Octane not to replace the old materials, but to be able to get a standard between Arnold, Redshift and Octane. All three render engines will be part of Otoys decentralized Render Network and Otoy is working on the goal of being able to switch renderers on the fly. Therefore similar material structures have to be implemented. As I am familiar with the "old" materials, I am mostly using those. The most glaring difference between the Standard Surface and lets say the Universal material is the inability of the Standard to change the Reflection BRDF model. Other then that I would say they about equally well equipped. But yeah, you are not the first who requested a tutorial on the Standard surface. So lets see what the future brings. Cheers and a great start into this week! Raphael
Hey there and thank you very much for your comment and request. The nodes I use vs. The nodes name in Blender in order of Appearance: Specular Material = Specular Material Scattering (Medium) = Scattering Float Texture = Grayscale Color (Not really needed as the scattering has its internal colors in Blender) RGB Spectrum = RGB Color (Octane) Noise = Noise Texture Texture Projection = XYZ to UVW Projection (Projections are not grouped in Blender. To scale the noise add a Scale Transform node to the XYZ Transform of the Projection node) Color Correction = Color Correction Image Texture = RGB Image Triplanar = Triplanar Map (I think you need to connect the RGB Image to all the ports in Blender +X -X +Y -Y +Z -Z instead of just +X in C4D) Texture Projection = Triplanar Projection (Projections are not grouped in Blender) UV Transform = 3D Transformation (Click the + on the section of the RGB Image node [UV Transform] and the right node will be attached) Attribute Texture = Grayscale Vertex Attribute (Octane) Gradient = Gradient Map Also keep in mind that values like absorption and scattering and 3D noise are real world sizes so they behave different at different scene scales. Think if it like this. You can look through a 1mm scattering plastic wall. But it probably becomes totally foggy when you would try to look through a 1m thick wall of the same density.
On my patreon there is a scene for redshift ready to download. It works by using the old material (not the standard one) and then use the Extinction in the transparent SubSurface in the Base Properties Tab of the material (Not the Multi-SSS)
As always a golden piece of knowledge from you! Thanx for the tutorial! I have an idea of the potential next topic for the lesson. Please, explain how to correctlty use Volumetrics and Fog Medium. Especially painful task for animation. I tried many times to make this directly in Octane and that's a real headache and ruins all the idea of its usage :( Sure, it can be done at the compositing stage of the postprocess but I hope that I still do not know decent trick to make it directly in Octane. The problem occurs when using volumetrics with many characters with area lights and HDRI. The render time is going crazy long and the noise is really annoying and frustratiing. Please, help! ;)
Thank you very much for your comment. Much appreciate your kind words and the suggestions! I have gotten quite a few of volume requests lately. At some point I have to go over it in a long tip 😇 Just know that there is no magic button that makes volume renders super fast. The render time will always be at least twice as much... probably more like 4X. But there are a couple of good to know things as well as some gotchas. Cheers and thanks a lot again for your input!
Hey Raphael, as always - great tut, although I am Redshift user, but try to apply it as much as I can. How do you find Cinema 2023 - is it enough stable?
Thank you very much Sergio! Redshift: With redshift you can actually get a very similar result by using the old material (not the standard surface) and then setting the scattering that you have in the refraction to extinction. I am not at the computer so I might be off on the terminology 😇 I know this because I had to make such a shader in Redshift once. About C4D 2023: It´s decently stable for me. It feels more crashy then R20 that I still use from time to time. But has of course much improved features. Love the new modeling tools among others (though some of the crashes result from those) I would say that it´s well usable for production. But as you know that also very much depends on so many factors especially with GPUs those days. Hope this helped a bit. Cheers and a great start into this week to you!
Hi Pentiy and thank you very much for your comment. You are right. I never made a modeling tutorial. This is basically because of the complexity of modeling and therefore the time involved. I gladly might send you over to John Dickinson to get some modeling content until I make my first modeling tut. www.youtube.com/@Motionworks
Hey there and thank you for your comment. The triplanar projection in Octane does not work without the triplanar node behind the Image Texture. You always need both to make it work!
I want to ask how can I achieve gel material with crystal clear bubbles inside. Because gel is not fully transparent it has volume inside when I do it in Octane(apply volume scatter) the bubbles inside won't be showing clearly. Please help 😢
Hey hey, sorry for the late reply. Basically what you would do is use the SSS technique in this tutorial, adjust the color and density of the SSS to get the right look. Then you put in the bubbles with priority higher then the gel using nested dielectrics. Here´s a video about that. You would use the bubbles sort of the same like I do the air bubble in the glass of this tut in the end of the linked video below: ua-cam.com/video/IzTCztpur10/v-deo.html Hope this helps. If not, feel free to write me an email. Cheers and a great start into this week to you!
Hey there and thank you very much for your comment and your suggestion. Basically it should be translatable into Blender Octane! Most of the nodes are named the same. It´s a little different for Cycles though but also doable. If you having difficulties with Blender Octane. You can write an explanation where you struggle here, or write me an email and I try to help!
Since you are not the first one who is asking, I have uploaded it to my Google Drive. I will add the link in the description now. EDIT: Done. You can download it now if you expand the video description.
Hey hey, thank you very much for your comment and your question. Octane is only spectral in the visible spectrum. So the rendering would lack information that it needs to convert energy from invisible spectra. I know that Otoy looked into it at some point similar to also being able to render light polarization. But then switched its development efforts implementing AOVs and other for the time more useful things. Maybe they have some time to keep on developing it and add it to the renderer at some point. Eight now the only (very rudimentary and probably bad) method I can come up with to mimic fluorescence is to add a little bit of emission to the material in question.
@@3omar. Have fun experimenting. I just noticed that I have not specified one thing. Where the emission should go... So in the Scattering node, there is a emission input. You can use this to make that to connect either a texture or blackbody emission to 💡
@@SilverwingVFX i just tested it and it made sooo much difference! But i hope you make a tutorial on it soon because i know you would do it way much better than i am
@@3omar. Great to hear! P.s. if you are on a fringe case and your SSS just seems to dark. (Next to turning on Fake shadows) You can also increase the Scatter Depth and also increase the diffuse depth with it as the scatter depth is max as high as the diffuse depth. Also what really can make or break SSS is the GI clamp. If it is to low, there is not enough energy to spread around. I usually leave it on a value between 5 and 10. Maybe I make a SSS gotchas video. Seems like a good Idea 😊
Hey there and thank you so much for your kind words 🙌 When it comes to curtains it pretty much follows this behavior. ua-cam.com/video/WSwNb09TQ8k/v-deo.html You can add a weaving map in the transparency to simulate the small holes where there is no obscuration between threads and you can see through the cloth directly (of course only very thin and loosely woven cloth exhibits this) Hope this helps 😊
Hi!Silverwing. I have a problem. When I animate the material with the projection method of triplanar, the material cannot follow the camera very well. Is there any way to solve it?
Hey there. What do you mean "The material can´t follow the camera well" I think in order to give you a satisfying answer I need to know what you are trying to achieve. You can write me an email if the explanation requires a longer text.
I know that this does not answer your question, but you can follow this tut with blender octane rather easily. When it comes to rebuilding it with cycles, you can do so by using the volume slot of your glass material. You might want to turn off the refractive material casting caustics (and therefore take forever to render) with a Light Path node. You can find the way to do it here: ua-cam.com/video/LTcWRh3Vob4/v-deo.html Hope this helps ✨
Thank you very much for your comment. I think that really depends on your lighting. If you do not turn on fake shadows the whole SSS inside the the caps is rendered using caustics. And Caustics are really hard to render. So the smaller your light sources are, the longer it will need to clean up. Also with caustics the GI clamp plays a very important role. If you se it to low, then not enough energy reaches the SSS inside and therefore you don´t have a too bright result to begin with! Hope one of the tips helped. Though I would just go with the Fake Shadow option 🙌
The shader is very realistic, that person looks almost human apart from the realistic plastic skin. What was used for the beard shader out of interest, and was he rendered real-time on a 4 series RTX card? Edit: oh, nm.. he's actually real and was taking about boring plastic cups
Yes! The octane core is the same in C4D, Blender, 3Ds Max etc. Its just the UI that is different. So everything I am doing in my tutorials in C4D should also be possible in Blender. If you have difficulties, I will try to help.
Thank you. But... not total realism because OTOY doesn't add the birefringence support for Octane Render yet for 9 years ago. 😕🙁 Birefringence is very important for "stress-induced birefringence" on plastic material. 🙂
Hey Riciardo, yes, you are right. There is always something that is not computed. The fluorescent light part, polarization etc. Maybe at some point they will integrate it.
@@SilverwingVFX , Fluorescence and Polarization has been for a while now on the roadmap. Got tired already of seeing it in their annuals promises. Otoy has and extensive set of features coming ahead (Brigade engine is notorious as being the carrot they had in our faces for over 10 years now).
Amazing video! Been looking for an in-depth answer to clear plastic for a while:)
Thanks so much. Glad you liked it.
I hope it gave you the answers you were looking for 🙌
Great tutorial as always! I love the fact that you're not only saying how it's done like everybody else, but you're also explaining why it's done in a certain way based on actual physical examples. Thank you!
Thanks a lot. Appreciate that you like my approach 🙏
To be honest, this is just the way I was able to learn the stuff and memorize it best. Looking at reality and see how it behaves there 🙌😊
Mr photorealistic a very talented and humble guy, thank you sir
And thank you for your very nice comment. Very much appreciated 🙌
As always it's a great sunday when we see another new QuickTip from Raphael. Again big hug and excelente vibes for the next week!! ☁
Ha ha thank you for your great comment Rodrigo!
Appreciate your positive vibes ✨
Have a great start in to this week yourself!
Thank you for sharing this tutorial. I've been searching for this for quite some time now.
Than you very much. Appreciate that you like the content 😊✨
Your content is amazing. Just subscribed to your patreon and I'm learning a lot already!
Hey Agi,
thank you very much for becoming a patreon. I really appreciate it.
Cheers and a great rest of the weekend and start into the new week to you!
Wow, this was really amazing. It's like magic what you're able to do. I don't know how it's even possible to figure this stuff out.
Oh man, thank you so much for you kind words. I really appreciate it!
I am figuring stuff out either by accident or because I have been doing this stuff for such a long time (since 2002) 😇😅
Amazing as always! Very detailed and articulated
Thank you very much Alfred 🙌
Appreciate your compliments!
these Quick Tips are golden. Thank you for such content !
Thanks so much. Appreciate these nice comments 🙏🙌✨
I love this, thank you!.
You are very welcome. Appreciate you like it 🙌
Thank you. Brilliant as always!
Thanks so much Bulba.
Appreciate your nice comment and your support!
Thanks for your sharing
Thank you. Much appreciated!
With love, as always!
Thank you very much Mike.
Much appreciated ❤️🙏🙌
☁Thanks as always⛅
Thank you very much Kent. Much appreciate the ☁️ 😊
☁️Good stuff as always!!☁️
Thanks, Raphael!
Once again thank you for your support. Appreciate you ☁️ the video 😊
Looks awesome and it is a great quick tip! Thanks man! ☁
Hey ,thanks for your nice comment and your support. Much appreciate it!
Very well done, great breakdown for how to achieve the look! ☁☁
Thanks so much Lachlan. Also for ☁ the video ✨🙌
Great Tut!
Thank you very much. Much appreciated 🙌
Hello, I hope you are doing well! awesome tutorial, as usual, I was wondering if you already posted the project files since I couldn't find them in your Patreon, thank you in advance!
Hey hey and thank you very much for your comment.
The scene is available via Patreon.
It might not be on the first page. So you have to scroll down and then at the bottom click "load older posts"
Here's the link to it:
www.patreon.com/posts/88342804?
☁ Again, Great video! Love the details you put in with the concave vertex map!
Hey hey, thank you so much. Great to hear you like it
Usually I also would add scratches to the convex Vertex Map. But that would have made the video a tad to long.
Great job... as always 👍☁☁☁
Hey Jirko. Nice reading your comment and thank you very much for ☁ the video 🙏🙌✨
Thanks dude!
You are very welcome ✨
so fantastikkkkkk , love you
Thanks so much. Appreciate you like it ❤️🙏✨
Cool one, the proper translucent materials are always a challenge.
I wish someone would make a similar tutorial on Redshift.
Thank you very much. Much appreciated.
For redshift. I have written this in a post below somewhere. But I will repeat it here:
With redshift you can actually get a very similar result by using the old material (not the standard surface) and then setting the scattering that you have in the refraction to extinction. I am not at the computer so I might be off on the terminology 😇 I know this because I had to make such a shader in Redshift once.
@@SilverwingVFX
Yes, thanks for the info..
I also did similar material in RS, but it was just random tweaking of parameters here and there until I got a visually satisfying look.
Which is not good, and that's why I wrote about a similar tutorial, but for Redshift..
Thank u :)
You are very welcome ✨🙌🥳
Thanx for effort.
Thank you very much for your nice comment Murathan, much appreciated!
Nothing beats making plastic cups on a monday morning
Ha ha ha. Thank you very much. Reading this made my monday morning ❤️🙌
Amazing as always, but this one was really amazing! Thanks!
Ha ha ha. Appreciate to hear that Andy.
Thank you for the compliments 😊🙌
☁Great insight and always learning smth new
Thank youuu ☁️ 😊
Always nice to hear that people are learning something
I just struggled with this last week! Thank you! I'm an Octane noob and I notice I arrived right in the middle of so much change; your videos are saving me! No kidding, I was even gonna ask you about Surface Waviness cause I'm dealing with a glass panel and BAM 10:52 Thanks, Master.
🌩(Cloud + Awesome Bonus)
Ohhh. Thanks so much Emmanuel. That´s an awesome comment.
I am very glad I am able to guide you through some processes with octane 🙌✨
Ah and also thank you very much for ☁️ the video ha ha 🙏
No other renderer beats Octane for mediums. Would you mind telling me if we still can't use vertex map for masking mixed materials?
Thank you very much for your comment.
Yeah. I feel the same. SSS in Octane is really good!
Vertex Maps should work for a longer time now.
You can bring them into the material via the attribute node.
I also have a tut on this:
ua-cam.com/video/nm2FSVKKFOI/v-deo.html
The thing that does not work with VertexMaps though is displacement.
Hope this helps!
@@SilverwingVFX "The thing that does not work with VertexMaps though is displacement." that is where I wanted to get, shit! that's a deal breaker for me. Opening UV and painting maps sucks. How frequently Otoy updates their products? Redshift has a lot of updates in a year.
@@Ricardo-de9ju Just to clarify. Displacement does work independent from Vertex Maps. You just can´t use vertex maps to create or mix displacement.
But I guess you meant that.
If you have UVs on the Object you could use your Vertex Maps and bake those out as textures. But it requires setting them up first of course, so it might be about the same effort as painting masks from the start.
Otoy usually has about two releases per Year (and many smaller bug fix ones in between)
Usually its the year number .1 and then some time later .2
To be honest I think both engines are struggling with different things at the moment. So both of them do not feel that polished 🥲
🔥🔥🔥🔥
🙏🙏🙏🙏
☁Cool as always Raphael!
Thank you very much Gerónimo for watching it whole ☁️ Much appreciated ✨🙌
Very cool, thanks! But what kind of floor texture is that? Or where could I find it?
Ha ha. What a comment.
I am prepared for everything:
drive.google.com/open?id=1DZnpK6uyl8uhn32Ads5HcmmhV2sH5XZD&usp=drive_fs
Hello, your Octane materials are amazing. Are you also planning to release any octane material packs for sale? I would be very interested in such a product
Hey hey,
thank you very much for the interest in my materials! Unfortunately there are no libraries available right now.
The only thing that comes close is the material ball scene on patreon. Also if you go through my patreon you can gather different materials that I usually use for my professional work in the scenes I share there.
The reason I do not offer a library right now is that I of course would want it to be the highest of quality and also would have to maintain it with updates etc. wich is a lot of work.
Cheers,
Raphael
The result is excellent, but I have a question, how can I configure it so that the contents of the plastic container are visible? , adds another element inside the plastic container and when rendering it it is lost.
Hey there and thank you very much for your comment.
I think your problem has nothing to do with the plastic container. It should work just fine with objects inside, just like in reality.
If you have a container that is open, like in my video it might be a ray epsilon problem:
ua-cam.com/video/oidqVR_3E04/v-deo.html
It you have a thicker plastic container and want to add objects within the plastic (objects molten within the plastic). This too could be a ray epsilon problem. But also a nested dielectrics problem. E.g. you have the wrong priorities for the materials inside the plastic.
Refer to the guide here:
ua-cam.com/video/IzTCztpur10/v-deo.html
I hope that it's one of those.
If not, feel free to ask again 😇
@@SilverwingVFX Thank you very much!! The videos really helped me a lot. I had a problem with the epsilon rays, but the scene came out very well. I just need to fine-tune the lighting. I think that's where my mistake started, which is why it didn't come out like you showed in the video.
Máster! We need you on redshift! Thanks for all the tuts!
You are very welcome.
If I could split myself I would also create RS tuts. But my love for Octane is stronger 😅😇
@@SilverwingVFX i should give a shot again, I left it 3 years ago due to crashes. Is more stable now? Also compatibility with Houdini wasn’t very good. Thanks again master!
@@caskal If you are good with RS then there is no need to switch I would say.
Octane is definitely more stable now. But as with most of the GPU renderers very much depends on your systems hardware and software (drivers)
I usually have 1-2 crashes / freezes a Day working all Day. Sometimes more, sometimes none. But I have a bit of workflow bias. Meaning that I know when to click where and when not to click what. Its muscle memory over the Years, so I can´t really tell what it is.
Again, if you like RS and have no problems. Then there is no cause to use Octane.
Appreciate you watching my videos though ha ha 🥳
whoop whoop
☁🌥🌤
Yaaaaas. Thanks so much. Very nice sun / cloud collage love it!
yep, with emojis i´m super good at
@@yassinrupp146 Talent unlocked ✨
Благодарю
пожалуйста
Thanks)How do you make concave vertex map curvature? Do you just put the object itself in the vertex map field and adjust the curvature there, reinforcing it with a spline, or is there another way?
Hey there and thank you for your question.
Actually I do it the old fashioned way selecting the parts manually.
You can see how I do it to some extend in that video (should start at the right time):
ua-cam.com/video/rRoo1Z489YI/v-deo.html
@@SilverwingVFX Thanks, I'll definitely take a look❤️
❤☁
Ha, thanks so much ✨☁ ✨ Much appreciated 🙌
Do you understand how to create the same look with SSS in Octane's Standard Material surface? The Scale parameter doesn't seem to work like the Density parameter and it's kind of hard to dial in some desired SSS looks
Yes this is also possible. Its a different mechanism. Find the settings and some explanation below:
In the Standard Surface:
Go to the transmission and set "Weight" to 1
Tick "Fake Shadows"
Set "Color" to 50% Gray
This is the transmission color if the Depth is 0. If the depth is greater then 0 then it becomes a absorption value.
Set "Scatter" to full white.
Now set the depth value to e.g. 0.02 (this gives about the same effect as the Scatter Density 100)
The Depth value is related to the density value in the scattering medium. Though it works the other way around and produces denser results with smaller numbers.
You can think of this as the distance the set absorption color is reached or in terms of scattering the distance between scattering "particles". The smaller the distance, the more scattering. In this type of shader scattering can only take place if there also is absorption. Hence the middle gray value in the "Color" channel.
Hope this helps 🙌
@@SilverwingVFX Dude thank you so much! That makes sense and I got it to work. It's just confusing that there are 2 different methods for SSS and they produce different results. I definitely prefer the results from the Transmission method. If you have the time, I would love to watch a breakdown use cases for each/ pros and cons. Or may the old way is just outdated, and that's fine too lol. You're the man, thank you for taking the time to respond 🙏
@@SeunJubril Thank you very much for your answer. Very happy to hear you got it working.
The Standard Surface has been brought in to Octane not to replace the old materials, but to be able to get a standard between Arnold, Redshift and Octane.
All three render engines will be part of Otoys decentralized Render Network and Otoy is working on the goal of being able to switch renderers on the fly.
Therefore similar material structures have to be implemented.
As I am familiar with the "old" materials, I am mostly using those.
The most glaring difference between the Standard Surface and lets say the Universal material is the inability of the Standard to change the Reflection BRDF model.
Other then that I would say they about equally well equipped.
But yeah, you are not the first who requested a tutorial on the Standard surface. So lets see what the future brings.
Cheers and a great start into this week!
Raphael
Hello. I would like an octane approach for Blender. I couldn't find some stuff you used octane for CD4. Float texture type.
Hey there and thank you very much for your comment and request.
The nodes I use vs. The nodes name in Blender in order of Appearance:
Specular Material = Specular Material
Scattering (Medium) = Scattering
Float Texture = Grayscale Color (Not really needed as the scattering has its internal colors in Blender)
RGB Spectrum = RGB Color
(Octane) Noise = Noise Texture
Texture Projection = XYZ to UVW Projection (Projections are not grouped in Blender. To scale the noise add a Scale Transform node to the XYZ Transform of the Projection node)
Color Correction = Color Correction
Image Texture = RGB Image
Triplanar = Triplanar Map (I think you need to connect the RGB Image to all the ports in Blender +X -X +Y -Y +Z -Z instead of just +X in C4D)
Texture Projection = Triplanar Projection (Projections are not grouped in Blender)
UV Transform = 3D Transformation (Click the + on the section of the RGB Image node [UV Transform] and the right node will be attached)
Attribute Texture = Grayscale Vertex Attribute
(Octane) Gradient = Gradient Map
Also keep in mind that values like absorption and scattering and 3D noise are real world sizes so they behave different at different scene scales.
Think if it like this. You can look through a 1mm scattering plastic wall. But it probably becomes totally foggy when you would try to look through a 1m thick wall of the same density.
great, I'll try to replicate the tutorial
@@SilverwingVFX
Trapsparency 😳
Indeed. 🙌🙏✨
love the video, full hardcore nerds thing !! any possibility in future to have a deep dive in depth of field and motion blur suff ??
Not needed just watched - Silverwing Long Tip: Octane C4D Universal Camera !!
@@alokitpathik811 Ha ha. Thank you for beating me to it. I just want to come in and suggest that video.
Cheers and a good time to you 😊
do you think you can make one for redshift?
On my patreon there is a scene for redshift ready to download.
It works by using the old material (not the standard one) and then use the Extinction in the transparent SubSurface in the Base Properties Tab of the material (Not the Multi-SSS)
another great one! how did You do those vertex maps? convex and concave? ☁
oh... You already answered it down below...
Ha nice. Thank you for your investigation. Glad you found the right comment answer and link 🙌💪
As always a golden piece of knowledge from you! Thanx for the tutorial! I have an idea of the potential next topic for the lesson. Please, explain how to correctlty use Volumetrics and Fog Medium. Especially painful task for animation. I tried many times to make this directly in Octane and that's a real headache and ruins all the idea of its usage :( Sure, it can be done at the compositing stage of the postprocess but I hope that I still do not know decent trick to make it directly in Octane. The problem occurs when using volumetrics with many characters with area lights and HDRI. The render time is going crazy long and the noise is really annoying and frustratiing. Please, help! ;)
Thank you very much for your comment. Much appreciate your kind words and the suggestions!
I have gotten quite a few of volume requests lately. At some point I have to go over it in a long tip 😇
Just know that there is no magic button that makes volume renders super fast. The render time will always be at least twice as much... probably more like 4X. But there are a couple of good to know things as well as some gotchas.
Cheers and thanks a lot again for your input!
Hey Raphael, as always - great tut, although I am Redshift user, but try to apply it as much as I can. How do you find Cinema 2023 - is it enough stable?
Thank you very much Sergio!
Redshift:
With redshift you can actually get a very similar result by using the old material (not the standard surface) and then setting the scattering that you have in the refraction to extinction. I am not at the computer so I might be off on the terminology 😇 I know this because I had to make such a shader in Redshift once.
About C4D 2023:
It´s decently stable for me. It feels more crashy then R20 that I still use from time to time. But has of course much improved features. Love the new modeling tools among others (though some of the crashes result from those) I would say that it´s well usable for production.
But as you know that also very much depends on so many factors especially with GPUs those days.
Hope this helped a bit.
Cheers and a great start into this week to you!
@@SilverwingVFX Hey Raphael! Thanks for the redshift tips I will try them! Wish you also a great start into this week!
At 6:00 it should be noted: plastic may exhibit *large* scale bump distortion. NVM...he got to it later.
Ha ha thank you for updating your comment. Much appreciated 🙌✨
I love the tutorial nobody really does this good on shaders in octane. But you have never made a tutorial how you model stuff just a timelaps
Hi Pentiy and thank you very much for your comment.
You are right. I never made a modeling tutorial.
This is basically because of the complexity of modeling and therefore the time involved.
I gladly might send you over to John Dickinson to get some modeling content until I make my first modeling tut.
www.youtube.com/@Motionworks
@@SilverwingVFX 👍
When I put a triplanar projection (not a node) onto the normal it just turns the normal map to blue
Hey there and thank you for your comment.
The triplanar projection in Octane does not work without the triplanar node behind the Image Texture. You always need both to make it work!
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Yaaaas. Thank you very much for ☁️ the video 🙏🙌✨
I want to ask how can I achieve gel material with crystal clear bubbles inside. Because gel is not fully transparent it has volume inside when I do it in Octane(apply volume scatter) the bubbles inside won't be showing clearly. Please help 😢
Hey hey, sorry for the late reply.
Basically what you would do is use the SSS technique in this tutorial, adjust the color and density of the SSS to get the right look.
Then you put in the bubbles with priority higher then the gel using nested dielectrics.
Here´s a video about that. You would use the bubbles sort of the same like I do the air bubble in the glass of this tut in the end of the linked video below:
ua-cam.com/video/IzTCztpur10/v-deo.html
Hope this helps. If not, feel free to write me an email.
Cheers and a great start into this week to you!
@@SilverwingVFX thank you so much
any tutorial like this for blender octane?
Hey there and thank you very much for your comment and your suggestion. Basically it should be translatable into Blender Octane! Most of the nodes are named the same.
It´s a little different for Cycles though but also doable.
If you having difficulties with Blender Octane. You can write an explanation where you struggle here, or write me an email and I try to help!
Hi! How can i find this floor material?
Since you are not the first one who is asking, I have uploaded it to my Google Drive.
I will add the link in the description now.
EDIT: Done. You can download it now if you expand the video description.
@@SilverwingVFX thank you very much. so kind!
Since octane is a spectral renderer ... is it possible to do a fluorescent shader?
Hey hey, thank you very much for your comment and your question.
Octane is only spectral in the visible spectrum. So the rendering would lack information that it needs to convert energy from invisible spectra.
I know that Otoy looked into it at some point similar to also being able to render light polarization. But then switched its development efforts implementing AOVs and other for the time more useful things.
Maybe they have some time to keep on developing it and add it to the renderer at some point.
Eight now the only (very rudimentary and probably bad) method I can come up with to mimic fluorescence is to add a little bit of emission to the material in question.
@@SilverwingVFX interesting method il give it a try
@@3omar. Have fun experimenting.
I just noticed that I have not specified one thing. Where the emission should go...
So in the Scattering node, there is a emission input. You can use this to make that to connect either a texture or blackbody emission to 💡
@@SilverwingVFX i just tested it and it made sooo much difference! But i hope you make a tutorial on it soon because i know you would do it way much better than i am
@@3omar. Great to hear!
P.s. if you are on a fringe case and your SSS just seems to dark. (Next to turning on Fake shadows) You can also increase the Scatter Depth and also increase the diffuse depth with it as the scatter depth is max as high as the diffuse depth.
Also what really can make or break SSS is the GI clamp. If it is to low, there is not enough energy to spread around. I usually leave it on a value between 5 and 10.
Maybe I make a SSS gotchas video. Seems like a good Idea 😊
Wonderful tutorial! I would like to see the tutorial on curtain light transmission, it always bothers me, I will keep watching your channel, thanks
Hey there and thank you so much for your kind words 🙌
When it comes to curtains it pretty much follows this behavior.
ua-cam.com/video/WSwNb09TQ8k/v-deo.html
You can add a weaving map in the transparency to simulate the small holes where there is no obscuration between threads and you can see through the cloth directly (of course only very thin and loosely woven cloth exhibits this)
Hope this helps 😊
Hi!Silverwing.
I have a problem. When I animate the material with the projection method of triplanar, the material cannot follow the camera very well. Is there any way to solve it?
Hey there.
What do you mean "The material can´t follow the camera well"
I think in order to give you a satisfying answer I need to know what you are trying to achieve.
You can write me an email if the explanation requires a longer text.
Thanks Silverwing!
I did a test after reconnecting the material, and the problem was solved.
anyone know if theres a similar tutorial for blender ?
I know that this does not answer your question, but you can follow this tut with blender octane rather easily.
When it comes to rebuilding it with cycles, you can do so by using the volume slot of your glass material.
You might want to turn off the refractive material casting caustics (and therefore take forever to render) with a Light Path node.
You can find the way to do it here: ua-cam.com/video/LTcWRh3Vob4/v-deo.html
Hope this helps ✨
@@SilverwingVFX thank you so much
setting the transmission to 1 in RGB turns it black?
Not sure which part of the video you are referencing. But setting RGB to 1 should result in full transmission.
I can't seem to get this look at all unless Fake Shadows is turned in Octane 2023. Did something change in that regard since you made this tutorial?
Thank you very much for your comment. I think that really depends on your lighting. If you do not turn on fake shadows the whole SSS inside the the caps is rendered using caustics. And Caustics are really hard to render. So the smaller your light sources are, the longer it will need to clean up. Also with caustics the GI clamp plays a very important role. If you se it to low, then not enough energy reaches the SSS inside and therefore you don´t have a too bright result to begin with!
Hope one of the tips helped. Though I would just go with the Fake Shadow option 🙌
@@SilverwingVFX Thank you, that makes sense!
@@filipstamate1564 Glad I could clear it up a bit. Thank you and a great start into this week 🙌
Otoy should give you the Grand Master Teacher title or a least make you Lord :)
Thank you Benjamin.
Appreciate your kind words. Lord Rau. Has a good ring to it ha ha ha.
from now on, i'll call you this way my lord XD
✨⚜️👑⚜️✨
Ha ha ha. No words....
The shader is very realistic, that person looks almost human apart from the realistic plastic skin. What was used for the beard shader out of interest, and was he rendered real-time on a 4 series RTX card?
Edit: oh, nm.. he's actually real and was taking about boring plastic cups
😅 😇 Ha ha ha. Hopefully you still liked those boring caps. 😊
☁️
☁🎉🙌🎉☁
Can its work in blender octane material😮
Yes! The octane core is the same in C4D, Blender, 3Ds Max etc. Its just the UI that is different. So everything I am doing in my tutorials in C4D should also be possible in Blender.
If you have difficulties, I will try to help.
☁☁☁☁
Huh, its getting foggy in here... Ha ha ha. Thanks so much. Much appreciated ☁️🙏✨
☁
Thank you very much Rayko. Always a pleasure seeing you around. And thanks for ☁ the vid!
Thank you. But... not total realism because OTOY doesn't add the birefringence support for Octane Render yet for 9 years ago. 😕🙁 Birefringence is very important for "stress-induced birefringence" on plastic material. 🙂
Hey Riciardo,
yes, you are right. There is always something that is not computed. The fluorescent light part, polarization etc.
Maybe at some point they will integrate it.
@@SilverwingVFX , Fluorescence and Polarization has been for a while now on the roadmap. Got tired already of seeing it in their annuals promises. Otoy has and extensive set of features coming ahead (Brigade engine is notorious as being the carrot they had in our faces for over 10 years now).