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!
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 🙌
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 🙌
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. 😃
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!
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.
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! 👍
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.
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.
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.
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.
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
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.
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!!!
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!
@@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!!!
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. 😃👍
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 🥲
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)?
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
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.
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.
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 🖊️
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.
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.
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?
it's as if you make videos solely on specific problems I've had in production , its insane
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!
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 🙌
Fantastic tutorial as usual, that teapot animation is really nice also.
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 🙌
Once again. Super Useful Tip!! Thank you very much for your effort.
Thank you very much for your kind words. Very much appreciated!
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..
Hey, thank you so much for your kind words. One Day I will make another Demoreel. Hopefully it will inspire you again!
Thanks!! Learned something new again!!
Hey hey. Very nice to hear that!
Another excellent video this has been. Thank you. Learned a ton from this.
Oh man. That´s so nice to hear. Thank you for your nice comment!
Amazing tutorial, i hate baking but this worked amazingly
Thank you very much. Great to hear that!
Cheers and a good start into the weekend to you 🙌
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. 😃
Super thanks ! Like always
Thank you too!
this is a very useful tip, thanks Raphael
Thank you. Appreciate that you found it useful ☺️
AMAZING!!!
Thank you very much. Glad you liked it!
Best tutorials out there, thank you for all this information.
Thank you very much for your kind words! Very happy to hear that 😊
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!!!
Thank you for keep putting out useful tutorials. Really appreciate!
Thank you very much for your nice comment and of course for watching them!
Thank you.
Thank you for thanking me 🙏
very useful thks
Thank you. Glad to hear that 🙌
That helps a lot!
Oh cool. That´s nice to hear!
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!
Hey hey, thank you very much for your comment. Yes it should be possible to bake camera down projections.
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.
Very good tipp there. Pinned your comment!
@@SilverwingVFX by the means of using the dirt node, bake it to diffuse channel and then use it as displacement map?
displacements not supports motion blur. so if you using displace be aware
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! 👍
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.
Really cool, thanks.
Wouldn't this also be possible with the pin material tag?
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.
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.
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.
@@SilverwingVFX Das macht Sinn. Danke für die ausführliche Antwort. 🙂
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
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.
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!!!
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!
@@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!!!
@@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.
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. 😃👍
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 🥲
Hi Lasse, Maybe this helps: ua-cam.com/video/7z-dl8L128Y/v-deo.html
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)?
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
what if we tracked scene, should we bake for all frames in the scene ?
If you track the scene, you need to bake the texture from the UVs of the projected object for the whole scene, yes.
If I bake this texture onto the mesh could I import it into another software like unreal engine?
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.
@@SilverwingVFX I see thank you
what about if I want to bake layered material or composite material is it possible somehow
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.
Please make a tutorial on how to export this for webgl
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 🖊️
Can you make a tutorial on this kettle animation lol
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.
Can you bake octane displacement maps?
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.
sorry my project can't finish the rendering...don't know whats wrong with it.
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?
thank u! It works.@@SilverwingVFX