Silverwing Quick-Ish Tip: Octane Texture Baking

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  • Опубліковано 24 січ 2025

КОМЕНТАРІ • 92

  • @simapiterskaia2120
    @simapiterskaia2120 4 дні тому +1

    I can't thank you enough! Your video alone fixed one of the biggest texture problems octane has! I tried your way and it works, with one comment: the way texture projection works depends on an object or texture I guess, because with some of them I used mexh UV, with others Box type of projection. But the outcome is always a success! Thank you!

    • @SilverwingVFX
      @SilverwingVFX  4 дні тому

      Hey and thank you very much for your great comment.
      It's always a pleasure to hear that something worked out. I am very happy 🙌🎉✨

  • @zackantell2278
    @zackantell2278 2 роки тому +6

    it's as if you make videos solely on specific problems I've had in production , its insane

  • @Zenovelia
    @Zenovelia Рік тому +3

    That's a greath tutorial Raphael, I really wanna emphasise my appreciation that your tutorial doesn't only cover the topic, but you kinda take the opportunity to show a lot of other small things and share your knowledge about various small things like nodes, and just show how you work with a brief explanation of how and why which you always do in a very conscise manner.
    Thank you!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +2

      Hey there,
      thank you very much. Thats super nice to hear! Doing my best. So it's nice if is received that well. Comments like this keeps me going. So a huge thanks to you for this awesome comment 🙌

  • @tim_tim_tim
    @tim_tim_tim Рік тому +1

    Fantastic tutorial as usual, that teapot animation is really nice also.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Late comment on my side but thank you very much.
      That animation took longer then you might think as I am not an animator at all.
      Usually I animate hard surface objects and cameras ha ha.
      Cheers and a good start into this week to you 🙌

  • @SandunLabs
    @SandunLabs 2 роки тому +3

    Great Tip, Keep on doing. I was so inspired by your Demo Reel 7 or 10 years ago as I remember. Keep on doing cheers..

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому +2

      Hey, thank you so much for your kind words. One Day I will make another Demoreel. Hopefully it will inspire you again!

  • @bokasonic
    @bokasonic 2 роки тому +2

    Another excellent video this has been. Thank you. Learned a ton from this.

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому

      Oh man. That´s so nice to hear. Thank you for your nice comment!

  • @darkworx-films
    @darkworx-films 2 місяці тому +1

    super helpfull

  • @fernandolardizabal458
    @fernandolardizabal458 2 роки тому +1

    Thanks!! Learned something new again!!

  • @darek37
    @darek37 2 роки тому +1

    Once again. Super Useful Tip!! Thank you very much for your effort.

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому

      Thank you very much for your kind words. Very much appreciated!

  • @chenriva9105
    @chenriva9105 2 роки тому +2

    Thank you for keep putting out useful tutorials. Really appreciate!

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому

      Thank you very much for your nice comment and of course for watching them!

  • @zotake
    @zotake 2 роки тому +2

    Great tip! Thank you!
    It's so good seeing you doing shaders, love it. I think will be great a Quick-tip with you making some SSS shader and also showing what kind of light setup you use. 😃

  • @Cravesmusic
    @Cravesmusic 2 роки тому +1

    Best tutorials out there, thank you for all this information.

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому

      Thank you very much for your kind words! Very happy to hear that 😊

  • @dhidavidhuys8487
    @dhidavidhuys8487 2 роки тому +1

    Super thanks ! Like always

  • @georgeluna6217
    @georgeluna6217 2 роки тому +1

    Finally a simple video dealing with this subject after years of waiting 😅. Great content as always and you made baking with octane so easy..Thanks!!!

  • @arnold_finch
    @arnold_finch Рік тому +1

    AMAZING!!!

  • @swagmaster399
    @swagmaster399 2 роки тому +1

    this is a very useful tip, thanks Raphael

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому +1

      Thank you. Appreciate that you found it useful ☺️

  • @ATOMVISUAL
    @ATOMVISUAL 2 роки тому +1

    Very cool tips!! So i can bake some camera projection with this? True? Because calera projection is really obscure on octane for create clean plate or so!
    Thanks again for your work!

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому +1

      Hey hey, thank you very much for your comment. Yes it should be possible to bake camera down projections.

  • @ranks6670
    @ranks6670 2 роки тому +1

    Thank you.

  • @gogorabby
    @gogorabby Рік тому +1

    very useful thks

  • @SidharthGanguly
    @SidharthGanguly 2 роки тому +1

    That helps a lot!

  • @saliclothing
    @saliclothing 10 місяців тому +1

    Amazing tutorial, i hate baking but this worked amazingly

    • @SilverwingVFX
      @SilverwingVFX  10 місяців тому

      Thank you very much. Great to hear that!
      Cheers and a good start into the weekend to you 🙌

  • @Happy-wz5kp
    @Happy-wz5kp 2 роки тому +1

    What if the teapot has originally a MIX material? After baking the texture, what kind of material should be used?I tried to use a diffuse material, but after adding the baked texture, there is a little color difference from the original MIX material.Thank you

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому

      The material type should not matter. If you have a color shift / difference you could check your output. If your output is sRGB your texture input should reflect that. If you rendered in Linear sRGB the same, set your input to Linear sRGB.
      Hopefully that resolve your color difference problem.

  • @Gromic2k
    @Gromic2k 2 роки тому +1

    Really cool, thanks.
    Wouldn't this also be possible with the pin material tag?

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому

      Hey, thank you very much. Very valid question!
      Pin Material Tag only works with the Material Tag Projection method. Which unfortunately does not include the Octane UVW Projection.
      So the Texture would stick with any of those C4D Tag Projections. But it would not be seamless.
      And if we make it seamless with XYZ to UVW the pin no longer works.

  • @aspizak
    @aspizak 2 роки тому +6

    Here’s a small tip - baking is super useful with dirt node as you can use it in displacement (to erode edges). Something you can't do with dirt node otherwise due to how octane rendering works.

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому

      Very good tipp there. Pinned your comment!

    • @georgeluna6217
      @georgeluna6217 2 роки тому

      @@SilverwingVFX by the means of using the dirt node, bake it to diffuse channel and then use it as displacement map?

    • @maksoz_mtb2924
      @maksoz_mtb2924 Рік тому

      displacements not supports motion blur. so if you using displace be aware

  • @sdimaging7854
    @sdimaging7854 2 роки тому +1

    funny enough I was doing this earlier before you posted this - small world.. but it's a great workflow for baking out things before creating GLBs etc.. my only wish is that we could bake rounded edges into the tangent normals and that would be SOOO killer to have - substance painter doesnt even have a good rounded edges bake so it would def help with so much in world of optimized 3d.. noises and such do bake really nicely from bump to normal in octane though - good stuff!!!

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому

      Ha very nice. Its funny. After the tuts there are often people saying that they were working on the exact same thing or would have needed the knowledge "a Day ago".
      But very cool that you already knew about the technique!
      About baking rounded corners. Ohhh yeah, that would be fantastic!
      Thinking about ways to do that. Hmmm. It should be in the shading normals pass right? And there should be a way to convert that to tangent normals somehow.
      I will think about that. Thank you for the input!

    • @sdimaging7854
      @sdimaging7854 2 роки тому

      @@SilverwingVFX if you can think of a way to convert shaded to tangent please let me know - that would be amazing - I reached out to ahmet too bc I feel like if you can include it into the shaded normal aov if should def be info that could transfer to tangent some how - Thanks!!!

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому

      @@sdimaging7854 It should be possible. But I have not find the formula yet. Maybe there is also a way to write an OSL script that does that.

  • @fachda155
    @fachda155 2 роки тому +1

    Danke für das Tutorial. Muss man dabei bei Composite Materials samt Decals auf etwas achten? Ich habe da etwas herumprobiert aber die Textur die ich für das Decal verwende ist nach dem backen sehr unscharf. Selbst wenn ich sie in 8K speichere ist sie nicht so scharf wie in dem Composite Material.

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому +1

      Hi und danke für Dein Kommentar.
      Ich nehme mal an, dass das mit der Auflösung des Backens zu tun hat. Wenn Du ein Decal setzt, dann hat dieses in einem Mix Material eine sehr hohe Auflösung.
      Sagen wir, Du nimmst eine 4K Textur für Dein Decal, und es bedeckt nur einen kleinen Teil des Objekts. Dieser kleine Teil des Objekts hat also nun eine 4K Auflösung. Auf das ganze Objekt hoch gerenchnet bräuchtest Du eine 128K textur, um die 4K Textur des Decals zu halten. Wenn Du die ganze Textur nun in 4K bäckst, dann ist der kleine Bereich des Decals nur noch mit zb. 64 x 64 pixeln abgedeckt.
      So lange das Decal auch die UVs benutzt (Projection UV, dann Transform für Skalierung und Position), musst du dies nicht unbedingt backen. Das sollte sich dann mit dem deformierten Mesh mit bewegen.

    • @fachda155
      @fachda155 2 роки тому +1

      @@SilverwingVFX Das macht Sinn. Danke für die ausführliche Antwort. 🙂

  • @Murathanaksoz
    @Murathanaksoz Рік тому +1

    what if we tracked scene, should we bake for all frames in the scene ?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      If you track the scene, you need to bake the texture from the UVs of the projected object for the whole scene, yes.

  • @Rentoa
    @Rentoa 2 роки тому +1

    very cool! that was new to me... the baking camera. :D thanks for this. QUESTION: Do you have any good workflow for the big led-wall things? the ones that are usually in the corner of the building. and the renders looks like its coming out of the screen... but you have to view it on a certain spot that it works( i think so?). i have some basic idea how it works, but would be nice to learn to do it with Cinema 4D and Octane. you know... learn from the master. 😃👍

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому +1

      Thank you very much.
      About your question. I know as much as you I think. So I don´t know the best approach unfortunately. Usually I produce videos for normal screens in 16:9. So the really boring stuff ha ha ha. So unfortunately I am not a master in this one 🥲

    • @chronoxofficial
      @chronoxofficial 2 роки тому

      Hi Lasse, Maybe this helps: ua-cam.com/video/7z-dl8L128Y/v-deo.html

  • @konstantintwardzik519
    @konstantintwardzik519 2 роки тому +1

    Hey,
    super usefull and high quality tutorial (as always), thanks for that.
    One unrelated question though, regarding Colorspace/management. As one can see you have selected Rec.709 as output view transform. Is your monitor set to Rec.709? I was wondering if I should work in Rec.709 when I work on an animation project, even though my Monitor is set to sRGB? Because the final file (mp4, mov, ...) are saved with Rec.709 right? Do you know what I mean?
    Thanks again for those great Videos, watched all of them! 👍

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому +1

      Thank you very much for your kind words!
      rec.709 has the same color primaries as sRGB. Its basically the sRGB of the TV world. So if a color space has the same color primaries the colors will match and will not shift (like if you view a ACEScg image on an sRGB screen e.g. red colors will look orange)
      sRGB should look nearly identical to sRGB. Its just that ACES has a different tone mapping curve for rec.709 that is less contrastiy and dark. That´s why I like it better and use it.

  • @michci2k
    @michci2k Рік тому +1

    what about if I want to bake layered material or composite material is it possible somehow

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      I guess the answer really depends on what your goal and workflow is.
      You can mix different diffuse materials and bake them. But you can´t bake multiple reflections down to one roughness map as every one of those reflections has a different lobe. Hopefully this sort of answered your question at least partly. If not, feel free to elaborate.

  • @davehedgehog9795
    @davehedgehog9795 Рік тому +1

    Can you bake octane displacement maps?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Hey there. Yes, It should be possible.
      If there is no dedicated setting you could take the input of the displacement, put it into the diffuse / albedo and bake it this way.

  • @DrNapalm
    @DrNapalm Рік тому +1

    hello, thank you for this tutorial! I have a question. For an art project I created a model through growth techniques in Houdini. The client specifically asked me to give the final design in Unreal in order to adapt it to virtual spaces.
    The texturing was done in Octane in Cinema 4D (I imported the alembic generated by Houdini) and I was looking for a way to export the textures from one software to the other by doing a bake. the mesh created has no UVs because it is a growth model: in 10 seconds it goes from 40k polygons to 950k, making it impossible to map UVs. I tried to generate them automatically through Cinema 4D after transforming the alembic into an object, but obviously the result was poor.
    How could I solve this? is there an alternative method? or will I have to do the texturing in Unreal (which I have never used)?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Hi there and thank you for your question.
      For Baking UVs are essential! I think you will need to find a way in Houdini to create dynamically growing UVs. Though I have no Idea if Alembic will support that.
      If you have Dynamically generated UVs for each frame, you would have to bake a image Sequence. So every frame gets its bake to the current UV set.
      Though I think this can be done I feel like all of this is generating so much data that it´s probably not great for any real time application.
      I guess if UE supports vertex attributes like Vertex Color, the most efficient way to do shade it, is to use that data to drive UE shaders. I guess you have some vertex attributes carried over in the alembic from Houdini to do the shading in octane.
      So in the End. Long story short, I´d say the most promising path is using vertex attributes and shade the thing in Unreal.
      If Unreal does not understand vertex attributes (what very well might be) then you would have to find other methods to replicate the shading. But I fear it´s very limited then.
      Cheers and good luck to you in finding a Workflow!
      Raphael

  • @CGokce6
    @CGokce6 2 роки тому +2

    If I bake this texture onto the mesh could I import it into another software like unreal engine?

    • @SilverwingVFX
      @SilverwingVFX  2 роки тому

      Hi there and thank you for your question!
      Yes exactly. Together with your objects UVs you can use it in any other renderer / game-engine.
      You could even hard bake down lighting / shadow e.g. on all objects of an architecture interior (with GI etc) this way. Though you can´t bake reflections if you intend to move your camera because they are camera angle dependent.

    • @CGokce6
      @CGokce6 2 роки тому

      @@SilverwingVFX I see thank you

  • @MrSunamo
    @MrSunamo Місяць тому +1

    Once again, another super helpful video. except I'm having one issue: when selecting the Info Channel and then diffuse filter, the colors aren't correct. Everything else seems fine, normal maps, etc. Has anyone else ran into this problem? By the way, I'm using Octane in Houdini.

    • @SilverwingVFX
      @SilverwingVFX  Місяць тому +1

      Thank you very much. I really appreciate it.
      About your question. Can you elaborate how the colors are not correct?
      Do you get a color shift Or a Gamma shift?
      If stuff is not set up correctly sometimes it's just the usual gamma shift from linear to sRGB that is interpreted wrong. If you are working in ACES then of course the ACES transform will also be applied to your bake. You usually don't want a ACES transform on your bake since you want to keep it sRGB. Maybe this already helps 🤞

    • @MrSunamo
      @MrSunamo Місяць тому +1

      @@SilverwingVFX Yes, I am working in ACES, but the colors shouldn't be this far off. I just made some simple rock-like texture just to test out the baking camera, which consists of mostly brown hues. But when viewing it through the baking camera, the hues are all pinkish. Very strange. I'll trying doing it all in sRGB to see if anything changes.

    • @MrSunamo
      @MrSunamo Місяць тому +1

      Just an update, doing it in sRGB did the trick! Thanks for the pointers as always!

    • @SilverwingVFX
      @SilverwingVFX  Місяць тому

      @@MrSunamo Thank you very much for your answer before and your feedback. It's always valuable to get it so I know what worked and what did not 🙌
      I probably need to do some tests figuring out how "distorted" the ACES transform looks on the Diffuse Filter.
      Cheers, I am happy it worked in the end!

  • @nononsense2688
    @nononsense2688 Рік тому +1

    Can you make a tutorial on this kettle animation lol

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Hey thank you very much for your request. Hmmmm. I honestly have to say its not likely as I am not an animator and it took me way to long to animate it.

  • @hanshauser1485
    @hanshauser1485 5 днів тому +1

    Can Octane GI and shadows be baked for lets say Unreal Engine?

    • @SilverwingVFX
      @SilverwingVFX  5 днів тому

      Yes, you can. When baking you can bake Multipasses aka AOVs such as "Shadow" for Shadows and "Diffuse Direct" and "Diffuse Indirect" for Direct Light and GI.
      I am not too familiar with what you need for game engines. I also heard that some of them need a clean white light pass without textures. This is called "Irradiance" in Octane.
      Hope this helps you along 🙌

    • @hanshauser1485
      @hanshauser1485 5 днів тому +1

      @SilverwingVFX ok sweet! Thanks for answering. Yeah for games all you need is to be able to bake all that information into the actual texture that corresponds to its matching UV. It's just difficult because there isn't much online about baking shadows/GI/etc into the textures.
      Another way of saying this is, baking all of the lighting data in C4D Octane so that lighting doesn't have to be computed anymore if the camera moves through space.

    • @SilverwingVFX
      @SilverwingVFX  5 днів тому +1

      @@hanshauser1485 Ah, I get it. Thanks for the explanation.
      If you want to just bake all lighting info in to the texture, then this is even more easy. Just bake the Beauty. The you'll get light and shadow and Gi. Basically what the render looks like in the viewport, just in your material UVs.
      Just make sure you do not use any reflection of course as this is a camera dependent effect (as you are probably well aware.
      Cheers and happy baking!

    • @hanshauser1485
      @hanshauser1485 5 днів тому

      @@SilverwingVFX Awesome 👌🏼, thank you so much for sharing your wisdom. Always looking forward to your videos. Keep up the great work!

  • @Jebesniper
    @Jebesniper Рік тому +1

    Please make a tutorial on how to export this for webgl

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you very much for your comment and your suggestion.
      WebGL is really on the other side of the rendering spectrum. And therefore very unlikely for me to cover. I thank you for your suggestion though and note it on my tut idea chart 🖊️

  • @Antoka_fr
    @Antoka_fr 2 місяці тому

    Is there a plugin or a script to do all this process ? 😅

    • @SilverwingVFX
      @SilverwingVFX  2 місяці тому +1

      I don't know about a script unfortunately. If you need it, then it's your chance to develop and market one 😅😇

  • @collectiveunconscious3d
    @collectiveunconscious3d Місяць тому +1

    Why is this the only tut on texture baking in octane lol? You're the underdog here. Isn't there an option to render out all of these separately, like you do with AOV's instead of doing it one by one

    • @SilverwingVFX
      @SilverwingVFX  Місяць тому +1

      Thank you for your comment and your question!
      I unfortunately can't think of a method to do multiple of those at once. But I might be overlooking something.

    • @collectiveunconscious3d
      @collectiveunconscious3d Місяць тому +1

      @ yeah. I used your method by putting them one by one into the diffusion. Weirdly they have some aov like opacity but not for normals. Seems simple enough as it just projects the normals in the right place like an image but sadly not an option

    • @SilverwingVFX
      @SilverwingVFX  Місяць тому +1

      @@collectiveunconscious3d
      Hmmm, there should be a "Normal (Tangent)" AOV that holds your Normals that you can bake out.
      It also displays the unevenness caused by bump. Maybe not what you wanted. So your method might still be the best.

  • @gogorabby
    @gogorabby Рік тому +1

    sorry my project can't finish the rendering...don't know whats wrong with it.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Sometimes this happens if Denoising is enabled. You can enable that in the Octane Camera Imager settings and the Octane Camera Tag. Does the scene render if you turn it off?

    • @gogorabby
      @gogorabby Рік тому

      thank u! It works.@@SilverwingVFX