Silverwing Quick Tip: Octane Transparent Plastic Shader

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 171

  • @landgrenwilliam
    @landgrenwilliam Рік тому +2

    Amazing video! Been looking for an in-depth answer to clear plastic for a while:)

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thanks so much. Glad you liked it.
      I hope it gave you the answers you were looking for 🙌

  • @Sleezy.Design
    @Sleezy.Design Рік тому +7

    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!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +2

      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 🙌😊

  • @rudydeclarisse
    @rudydeclarisse Рік тому +1

    Mr photorealistic a very talented and humble guy, thank you sir

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      And thank you for your very nice comment. Very much appreciated 🙌

  • @rodrigosagrero5841
    @rodrigosagrero5841 Рік тому +1

    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!! ☁

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Ha ha thank you for your great comment Rodrigo!
      Appreciate your positive vibes ✨
      Have a great start in to this week yourself!

  • @dclovensky
    @dclovensky Рік тому +1

    Thank you for sharing this tutorial. I've been searching for this for quite some time now.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Than you very much. Appreciate that you like the content 😊✨

  • @agiwilliams7930
    @agiwilliams7930 Рік тому +5

    Your content is amazing. Just subscribed to your patreon and I'm learning a lot already!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +2

      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!

  • @abramjessiah
    @abramjessiah 11 місяців тому +1

    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.

    • @SilverwingVFX
      @SilverwingVFX  11 місяців тому

      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) 😇😅

  • @_alfredjerry
    @_alfredjerry Рік тому +3

    Amazing as always! Very detailed and articulated

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Thank you very much Alfred 🙌
      Appreciate your compliments!

  • @Grimstore
    @Grimstore Рік тому +1

    these Quick Tips are golden. Thank you for such content !

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thanks so much. Appreciate these nice comments 🙏🙌✨

  • @maineliasiam
    @maineliasiam 11 місяців тому +1

    I love this, thank you!.

    • @SilverwingVFX
      @SilverwingVFX  11 місяців тому

      You are very welcome. Appreciate you like it 🙌

  • @bulba1561
    @bulba1561 Рік тому +1

    Thank you. Brilliant as always!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thanks so much Bulba.
      Appreciate your nice comment and your support!

  •  Рік тому +1

    Thanks for your sharing

  • @imakegreateggs
    @imakegreateggs Рік тому

    With love, as always!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you very much Mike.
      Much appreciated ❤️🙏🙌

  • @kentwilliamalbin9236
    @kentwilliamalbin9236 Рік тому +1

    ☁Thanks as always⛅

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you very much Kent. Much appreciate the ☁️ 😊

  • @fernandolardizabal458
    @fernandolardizabal458 Рік тому +1

    ☁️Good stuff as always!!☁️
    Thanks, Raphael!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Once again thank you for your support. Appreciate you ☁️ the video 😊

  • @zotake
    @zotake Рік тому +1

    Looks awesome and it is a great quick tip! Thanks man! ☁

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Hey ,thanks for your nice comment and your support. Much appreciate it!

  • @NONJA3D
    @NONJA3D Рік тому +1

    Very well done, great breakdown for how to achieve the look! ☁☁

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Thanks so much Lachlan. Also for ☁ the video ✨🙌

  • @dorianbechter5140
    @dorianbechter5140 Рік тому +1

    Great Tut!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you very much. Much appreciated 🙌

  • @mohamedboukhraz1588
    @mohamedboukhraz1588 10 місяців тому +1

    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!

    • @SilverwingVFX
      @SilverwingVFX  10 місяців тому

      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?

  • @_Sevenmine_
    @_Sevenmine_ Рік тому +1

    ☁ Again, Great video! Love the details you put in with the concave vertex map!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      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.

  • @jirkolunacek6632
    @jirkolunacek6632 Рік тому +1

    Great job... as always 👍☁☁☁

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Hey Jirko. Nice reading your comment and thank you very much for ☁ the video 🙏🙌✨

  • @vitalysacred
    @vitalysacred Рік тому +1

    Thanks dude!

  • @chalvlad
    @chalvlad Рік тому +1

    so fantastikkkkkk , love you

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thanks so much. Appreciate you like it ❤️🙏✨

  • @VitalSkib
    @VitalSkib Рік тому +4

    Cool one, the proper translucent materials are always a challenge.
    I wish someone would make a similar tutorial on Redshift.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      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.

    • @VitalSkib
      @VitalSkib Рік тому +1

      @@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..

  • @ulaankhuumunkh
    @ulaankhuumunkh 2 місяці тому +1

    Thank u :)

  • @Murathanaksoz
    @Murathanaksoz Рік тому +1

    Thanx for effort.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you very much for your nice comment Murathan, much appreciated!

  • @boudewyn
    @boudewyn Рік тому +1

    Nothing beats making plastic cups on a monday morning

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Ha ha ha. Thank you very much. Reading this made my monday morning ❤️🙌

  • @AndySilvaCinema4D
    @AndySilvaCinema4D Рік тому

    Amazing as always, but this one was really amazing! Thanks!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Ha ha ha. Appreciate to hear that Andy.
      Thank you for the compliments 😊🙌

  • @prymexxxx
    @prymexxxx Рік тому +1

    ☁Great insight and always learning smth new

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank youuu ☁️ 😊
      Always nice to hear that people are learning something

  • @emmanuelchacon8900
    @emmanuelchacon8900 Рік тому +1

    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)

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      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 🙏

  • @Ricardo-de9ju
    @Ricardo-de9ju 9 місяців тому +1

    No other renderer beats Octane for mediums. Would you mind telling me if we still can't use vertex map for masking mixed materials?

    • @SilverwingVFX
      @SilverwingVFX  9 місяців тому

      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!

    • @Ricardo-de9ju
      @Ricardo-de9ju 9 місяців тому +1

      @@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.

    • @SilverwingVFX
      @SilverwingVFX  9 місяців тому

      @@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 🥲

  • @BongbokCG
    @BongbokCG Рік тому +1

    🔥🔥🔥🔥

  •  Рік тому

    ☁Cool as always Raphael!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you very much Gerónimo for watching it whole ☁️ Much appreciated ✨🙌

  • @tomknaul
    @tomknaul Рік тому +1

    Very cool, thanks! But what kind of floor texture is that? Or where could I find it?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Ha ha. What a comment.
      I am prepared for everything:
      drive.google.com/open?id=1DZnpK6uyl8uhn32Ads5HcmmhV2sH5XZD&usp=drive_fs

  • @mkuban7227
    @mkuban7227 Рік тому +2

    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

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      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

  • @manuelgamez3430
    @manuelgamez3430 15 днів тому +1

    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.

    • @SilverwingVFX
      @SilverwingVFX  15 днів тому

      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 😇

    • @manuelgamez3430
      @manuelgamez3430 15 днів тому

      @@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.

  • @caskal
    @caskal Рік тому +1

    Máster! We need you on redshift! Thanks for all the tuts!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      You are very welcome.
      If I could split myself I would also create RS tuts. But my love for Octane is stronger 😅😇

    • @caskal
      @caskal Рік тому

      @@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!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      @@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 🥳

  • @yassinrupp146
    @yassinrupp146 Рік тому +1

    whoop whoop
    ☁🌥🌤

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Yaaaaas. Thanks so much. Very nice sun / cloud collage love it!

    • @yassinrupp146
      @yassinrupp146 Рік тому +1

      yep, with emojis i´m super good at

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      @@yassinrupp146 Talent unlocked ✨

  • @SwetAndrew1111
    @SwetAndrew1111 Рік тому +1

    Благодарю

  • @МиколаТовкмак
    @МиколаТовкмак Рік тому +1

    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?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      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

    • @МиколаТовкмак
      @МиколаТовкмак Рік тому

      @@SilverwingVFX Thanks, I'll definitely take a look❤️

  • @mmachin8
    @mmachin8 6 місяців тому +1

    ❤☁

    • @SilverwingVFX
      @SilverwingVFX  6 місяців тому

      Ha, thanks so much ✨☁ ✨ Much appreciated 🙌

  • @SeunJubril
    @SeunJubril Рік тому +1

    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

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      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 🙌

    • @SeunJubril
      @SeunJubril Рік тому +1

      @@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 🙏

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      ​@@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

  • @julianolisboa
    @julianolisboa Рік тому +1

    Hello. I would like an octane approach for Blender. I couldn't find some stuff you used octane for CD4. Float texture type.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      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.

    • @julianolisboa
      @julianolisboa Рік тому +1

      great, I'll try to replicate the tutorial
      @@SilverwingVFX

  • @arnejohanndigernes6732
    @arnejohanndigernes6732 Рік тому +1

    Trapsparency 😳

  • @alokitpathik811
    @alokitpathik811 Рік тому +1

    love the video, full hardcore nerds thing !! any possibility in future to have a deep dive in depth of field and motion blur suff ??

    • @alokitpathik811
      @alokitpathik811 Рік тому +1

      Not needed just watched - Silverwing Long Tip: Octane C4D Universal Camera !!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      @@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 😊

  • @maineliasiam
    @maineliasiam 11 місяців тому +1

    do you think you can make one for redshift?

    • @SilverwingVFX
      @SilverwingVFX  11 місяців тому

      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)

  • @Rentoa
    @Rentoa Рік тому +1

    another great one! how did You do those vertex maps? convex and concave? ☁

    • @Rentoa
      @Rentoa Рік тому +1

      oh... You already answered it down below...

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Ha nice. Thank you for your investigation. Glad you found the right comment answer and link 🙌💪

  • @SlayeRFCSM
    @SlayeRFCSM Рік тому +1

    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! ;)

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      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!

  • @Sma-v4y
    @Sma-v4y Рік тому +1

    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?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      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!

    • @Sma-v4y
      @Sma-v4y Рік тому

      @@SilverwingVFX Hey Raphael! Thanks for the redshift tips I will try them! Wish you also a great start into this week!

  • @craigwall6071
    @craigwall6071 Рік тому +1

    At 6:00 it should be noted: plastic may exhibit *large* scale bump distortion. NVM...he got to it later.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Ha ha thank you for updating your comment. Much appreciated 🙌✨

  • @pentiy8323
    @pentiy8323 Рік тому

    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

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      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

    • @pentiy8323
      @pentiy8323 Рік тому

      @@SilverwingVFX 👍

  • @DJ_RIGGERZ
    @DJ_RIGGERZ Рік тому +1

    When I put a triplanar projection (not a node) onto the normal it just turns the normal map to blue

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      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!

  • @HunterPixel
    @HunterPixel Рік тому +1

    ☁️☁️☁️

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Yaaaas. Thank you very much for ☁️ the video 🙏🙌✨

  • @arshiyakhan6789
    @arshiyakhan6789 Рік тому +1

    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 😢

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      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!

    • @arshiyakhan6789
      @arshiyakhan6789 Рік тому

      @@SilverwingVFX thank you so much

  • @hubertkenobi7
    @hubertkenobi7 10 місяців тому +1

    any tutorial like this for blender octane?

    • @SilverwingVFX
      @SilverwingVFX  10 місяців тому

      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!

  • @gustavoferreira2951
    @gustavoferreira2951 10 місяців тому +1

    Hi! How can i find this floor material?

    • @SilverwingVFX
      @SilverwingVFX  10 місяців тому +1

      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.

    • @gustavoferreira2951
      @gustavoferreira2951 10 місяців тому

      @@SilverwingVFX thank you very much. so kind!

  • @3omar.
    @3omar. Рік тому +1

    Since octane is a spectral renderer ... is it possible to do a fluorescent shader?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      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.
      @3omar. Рік тому +1

      @@SilverwingVFX interesting method il give it a try

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      @@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 💡

    • @3omar.
      @3omar. Рік тому +1

      @@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

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      ​@@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 😊

  • @王培源-q3i
    @王培源-q3i Рік тому

    Wonderful tutorial! I would like to see the tutorial on curtain light transmission, it always bothers me, I will keep watching your channel, thanks

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      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 😊

  • @Ken_wu03
    @Ken_wu03 Рік тому +1

    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?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      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.

    • @Ken_wu03
      @Ken_wu03 Рік тому

      Thanks Silverwing!
      I did a test after reconnecting the material, and the problem was solved.

  • @dion9781
    @dion9781 11 місяців тому +1

    anyone know if theres a similar tutorial for blender ?

    • @SilverwingVFX
      @SilverwingVFX  11 місяців тому

      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 ✨

    • @dion9781
      @dion9781 11 місяців тому

      @@SilverwingVFX thank you so much

  • @viggin900
    @viggin900 Рік тому +1

    setting the transmission to 1 in RGB turns it black?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Not sure which part of the video you are referencing. But setting RGB to 1 should result in full transmission.

  • @filipstamate1564
    @filipstamate1564 8 місяців тому +1

    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?

    • @SilverwingVFX
      @SilverwingVFX  8 місяців тому +1

      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 🙌

    • @filipstamate1564
      @filipstamate1564 8 місяців тому +1

      @@SilverwingVFX Thank you, that makes sense!

    • @SilverwingVFX
      @SilverwingVFX  8 місяців тому

      ​@@filipstamate1564 Glad I could clear it up a bit. Thank you and a great start into this week 🙌

  • @brouyer
    @brouyer Рік тому +1

    Otoy should give you the Grand Master Teacher title or a least make you Lord :)

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Thank you Benjamin.
      Appreciate your kind words. Lord Rau. Has a good ring to it ha ha ha.

    • @brouyer
      @brouyer Рік тому +1

      from now on, i'll call you this way my lord XD

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      ✨⚜️👑⚜️✨
      Ha ha ha. No words....

  • @jorisbonson386
    @jorisbonson386 Рік тому +1

    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

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      😅 😇 Ha ha ha. Hopefully you still liked those boring caps. 😊

  • @stilfuchs8031
    @stilfuchs8031 Рік тому +1

    ☁️

  • @jaycehee6885
    @jaycehee6885 Рік тому +1

    Can its work in blender octane material😮

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      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.

  • @nvav970
    @nvav970 Рік тому +1

    ☁☁☁☁

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Huh, its getting foggy in here... Ha ha ha. Thanks so much. Much appreciated ☁️🙏✨

  • @Rayko-GFX
    @Rayko-GFX Рік тому +1

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you very much Rayko. Always a pleasure seeing you around. And thanks for ☁ the vid!

  • @ricarnuninho80
    @ricarnuninho80 Рік тому +1

    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. 🙂

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +2

      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.

    • @fernandolardizabal458
      @fernandolardizabal458 Рік тому

      @@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).