Thank you for your work! I think your videos are underrated. I personally underestimated these videos at first, until I started to understand the Octane/Cinema4d/AE more deeply. Now I watch the videos with great pleasure, I think I will subscribe to Patreon!
Thank you so much for your comment. I highly appreciate hearing that. The videos here will stay free as long as UA-cam exists. So only become a Patreon if you really want to and if you have the money 😇 Cheers and a great mid of the week to you 🙌
Great as always, thanks! Two questions that are not directly related to the tutorial itself: 1. How do you make this „light switch“ in your upper right viewfinder? 2. Why do you use the sample count always as a power of 2? So 2048, 4096 etc. Any practical reason?
Hey there and thank you very much for your comment and your questions. 1: Its called HUD (HeadsUpDisplay) you can create that very easily just by dragging the on off switch from your attributes window in your viewport. You can move it there by CTL left clicking and dragging it. And also right clicking and modify it so e.g. its always visible even if the object is not selected. 2: Using power of two values is a old habit. You do not have to, but I stick with it because every step up is halving the noise. in the scene. So going from 4096 to 4500 would do almost nothing. But going from 4096 to 8192 halves the noise. If you do not need 8192 you could go with 6144 (half way between) I find that a good system to use. Hope that helps. If you have additional questions, you know where to find me ✌️ Cheers and an awesome weekend to you! Raphael
Great as always Raphael! clear and concise. On another note, I saw the Nvidia presentation by Jules Urbach last week and the moment that gameboy on the table render popped up i immediately knew it was your render. Great work!
I love Octane, and it's my render engine of choice, but in the case of setting up lights, Redshift is far superior. In Redshift you can drag and drop objects into "Include and exclude" menu for each light. It makes it far more user friendly and efficient. This is where RedShift really shines IMO. I wish Octane would make something similar, instead of having to deal with Light IDs, tags and the manager which makes it much more confusing. I don't really use Redshift but every time I see that feature I get a little jealous lol
Hey there. Thank you so much for your comment. I fully agree. Redshift is easier to use in scenarios when it comes to "Faking" stuff. And no, I do not mean that in a negative way. I think this comes from Octane being a wholly unbiased engine in the beginning with no "Faking" capabilities. And then slowly opening up to the idea. Did you know that since a couple of Octane versions there is a experimental new UI for light linking implemented that is closer to what RS is offering. You can turn it on in the Main Octane setting and is a checkbox called "C4D Light Linking" I think it is meant to work with the C4D Render tag. Its not fully there yet as Octane does not have full light linking capabilities. But its a step in the right direction. I personally almost never use light linking. So I am not as affected by this. But I definitely welcome every change that leads to a better UI / UX. Cheers and an awesome time to you! Raphael
Excellent as always! I would really like to hear your take on mixing light internally in c4d via the AOV light mixing system. Perhaps an idea for another tutorial :)
Thank you very much. Appreciate that you liked it! It's possible in Octane 2024 Alpha. I would not recommend using it for production projects, but it can denoise every pass. I show it here in this tutorial: ua-cam.com/video/ULrxD_7fJKs/v-deo.html
Great tips thank you. 👍 Include/exclude lights on Octane was always pain in the a$$. Same for reflection and shadows. I still hate light linking lol. How hard to make a compositting tag doing all these on-off stuff in one place?
Thanks for your comment. Great to hear you like it. I mostly work without light linking in Octane. So I don´t notice the effects too much. You are totally right that the UI could be much improved in regard of light linking. I think it comes from the fact that Octane was completely unbiased once and only slowly got features like light linking. Cheers and a great time to you and happy rendering 🙌
I feel you. Usually I use Neat Video to denoise. It is not as effective against harsh fireflies I feel. But I can get rid of them with the firefly filter in the render settings first. And that to my knowledge is supported within the light passes. I think the time will come when Octane can denoise those light passes individually. Hopefully sooner then later!
Thank you for this tutorial! I wonder if it takes more time to render all these light passes than the main image (noise issues put aside). Also, I think i discovered I don’t need to always render in 32 bit (I thought i had to do it to match the « 32 bpc » in Ae 😅 My hard drive will be happy.
No, it does not produce more overhead. The only thing that takes more time is saving multiple files instead of one. Important with the 32bit is that your images are floating point. To my knowledge only EXR has a "half float"/ "16bit float" option. If you would render PSD or Tiff. 16bit is not float there. So you would have to render 32bit there. Cheers and a good time to you and thank you for your support, watching my content!
Hi bro! In the octane cinema viewport, the image is in color and scale is it different from the final render? I set up the imager, but it didn't work, no matter how I set it up, the image on the final render is lighter by several tones
Hey there and thank you very much for your comment and your question. To be able to answer your question could you let me know what workflow you are engaged in. EXR linear sRGB, EXR ACEScg, tonamepped ACES etc. It's really essential to know that, to give detailed feedback ✨
Hey and thank you very much for your nice comment! Hmmm. Not exactly sure what you mean by "working with render tokens" For the part of using RNDR, Cornelius has made a really good tut about that. Have you seen it? ua-cam.com/video/sKLHVwlaNoA/v-deo.html Not sure if that would answer at least your second rewquest. Let me know! Though RNDR is a great service I usually render locally on our inhouse renderfarm 😇
Raphael, i wanted to ask this for quite some time now.. You seem to be the most precise "simple artist" in the planet.. your charts are NASA accurate, your Index of refractions are to 5th decimal (HEHEHE) , AI can't make nodes in octane node editor so organised, your scene manager looks insanely perfect, your modeling is 11/10, naming, level of detail... top.. BUT , why the fuck you render in DWAB, i guess you dont have a issue with a slow SSD/NVME or a 20years old & slow machine.. at least ZIPs..
Hey therer Vladan, thank you for your comment. Appreciate that you noticed my accuracy 😅 About DWABs. It´s mostly about disc space. DWAB is usually the smallest EXR compression. Usually smaller then an 8bit PNG. While it´s only a small fraction slower then ZIP compressed EXRs. Since its smaller then ZIP the overhead should be coming from your CPU not the HDD / SSD. So to explain the smaller the file size, the more its compressed, the less the HDD / SSD has to work to get the file into RAM. But the more the CPU has to work to decompress it. If you feel like your system is struggling encoding DWAB, you can try DWAA. Its a bit lighter on the CPU. This all goes for single layer EXRs I have no experience with multi layer files! I imagine those will be a lot heavier to work with! In the end, to answer your question. DWAB compressed EXRs work really well on my system and they are the best ratio between amazing quality (brighter then white values) and size on Disk. Easy as that. Cheers, Raphael
@@vladan.Poison Dependent on what Octane version you are using this is not a problem anymore. I think since around 2019 Octane is smart and uses the right compression for its passes. No matter what you set in the menu. As far as I am aware Cryptomatte only works uncompressed. So Octane does not compress it (even if you have set DWAB) This also goes for a couple of other channels that do not work well with compression as world position for example.
@@SilverwingVFX in my tests prior or 2021.x octane was rendering CM's in the desired compression howerver in Pix24 and below if i remember well CM's were useless. I was not aware that nowadays it does what it wants in terms of compression type (imho it should not). I use Position pass for Z depth as i can't still get a decent Z bufffer pass out of it. This is not said so you make one quick tip of 40 min for that. 😇
@@vladan.Poison Maybe I will make a 40 min video for it ha ha ha. Thanks for giving me ideas 😇 About Z-Depth. Yeah, its a bit hard to understand how to set it up. There is even a more easy way (in my opinion) using the global texture in the AOV system. Maybe I should really make a tut about it though ha ha 🙌
Thank you for your work! I think your videos are underrated. I personally underestimated these videos at first, until I started to understand the Octane/Cinema4d/AE more deeply. Now I watch the videos with great pleasure, I think I will subscribe to Patreon!
Thank you so much for your comment. I highly appreciate hearing that.
The videos here will stay free as long as UA-cam exists. So only become a Patreon if you really want to and if you have the money 😇
Cheers and a great mid of the week to you 🙌
As always, another really helpful tutorial. Thanks Raphael!
Very glad to hear that 🙌
TIL octane light manager!
Ha super nice 🙌
Always great to hear someone learned something. Even more so if it´s someone talented as you!
Thanks Raphael!!! love the tutorial, they all go into my "favs" list.
That´s awesome to hear. Appreciate it a lot.
awesome as always ))
Thank you very much. Much appreciated!
Great job again! Can't wait for the AE compositing tutorial.
Thank you.
It may need some time. But the comp tip will come :-)
sooo useful again! simply great!
Thank you very much. Great to hear that!
yessss, thank you sir
And thank you for watching and your comment!
fantastic - thank you
You are very welcome ✌️
FUCK YEA HES BACK BABYYYY
Guess who´s back, back again 🙌
Awesome as always
Learned so much from your videos!
That´s fantastic to hear and a great compliment. Thank you!
Great as always, thanks!
Two questions that are not directly related to the tutorial itself:
1. How do you make this „light switch“ in your upper right viewfinder?
2. Why do you use the sample count always as a power of 2? So 2048, 4096 etc. Any practical reason?
Hey there and thank you very much for your comment and your questions.
1: Its called HUD (HeadsUpDisplay) you can create that very easily just by dragging the on off switch from your attributes window in your viewport. You can move it there by CTL left clicking and dragging it. And also right clicking and modify it so e.g. its always visible even if the object is not selected.
2: Using power of two values is a old habit. You do not have to, but I stick with it because every step up is halving the noise. in the scene. So going from 4096 to 4500 would do almost nothing. But going from 4096 to 8192 halves the noise. If you do not need 8192 you could go with 6144 (half way between) I find that a good system to use.
Hope that helps. If you have additional questions, you know where to find me ✌️
Cheers and an awesome weekend to you!
Raphael
@@SilverwingVFX Danke vielmals, Raphael!
Great as always Raphael! clear and concise.
On another note, I saw the Nvidia presentation by Jules Urbach last week and the moment that gameboy on the table render popped up i immediately knew it was your render. Great work!
Thanks a lot for your comment.
Great you noticed the slide. Really appreciate Jules put that in there 🙌
I love Octane, and it's my render engine of choice, but in the case of setting up lights, Redshift is far superior. In Redshift you can drag and drop objects into "Include and exclude" menu for each light. It makes it far more user friendly and efficient. This is where RedShift really shines IMO. I wish Octane would make something similar, instead of having to deal with Light IDs, tags and the manager which makes it much more confusing. I don't really use Redshift but every time I see that feature I get a little jealous lol
Hey there. Thank you so much for your comment.
I fully agree. Redshift is easier to use in scenarios when it comes to "Faking" stuff. And no, I do not mean that in a negative way. I think this comes from Octane being a wholly unbiased engine in the beginning with no "Faking" capabilities. And then slowly opening up to the idea.
Did you know that since a couple of Octane versions there is a experimental new UI for light linking implemented that is closer to what RS is offering. You can turn it on in the Main Octane setting and is a checkbox called "C4D Light Linking" I think it is meant to work with the C4D Render tag. Its not fully there yet as Octane does not have full light linking capabilities. But its a step in the right direction.
I personally almost never use light linking. So I am not as affected by this. But I definitely welcome every change that leads to a better UI / UX.
Cheers and an awesome time to you!
Raphael
Excellent as always! I would really like to hear your take on mixing light internally in c4d via the AOV light mixing system. Perhaps an idea for another tutorial :)
Thanks a lot.
Excellent Idea. I will write that down on my list immediately!
Great job again!, do you know if is it possible to denoised light pass in octane render?
Thank you very much. Appreciate that you liked it!
It's possible in Octane 2024 Alpha. I would not recommend using it for production projects, but it can denoise every pass.
I show it here in this tutorial:
ua-cam.com/video/ULrxD_7fJKs/v-deo.html
Great tips thank you. 👍 Include/exclude lights on Octane was always pain in the a$$. Same for reflection and shadows. I still hate light linking lol. How hard to make a compositting tag doing all these on-off stuff in one place?
Thanks for your comment. Great to hear you like it.
I mostly work without light linking in Octane. So I don´t notice the effects too much.
You are totally right that the UI could be much improved in regard of light linking.
I think it comes from the fact that Octane was completely unbiased once and only slowly got features like light linking.
Cheers and a great time to you and happy rendering 🙌
I always use this method! But I wish octane denoiser worked with light passes. Then don't have to render longer to get rid of that nasty noise.
I feel you.
Usually I use Neat Video to denoise. It is not as effective against harsh fireflies I feel. But I can get rid of them with the firefly filter in the render settings first. And that to my knowledge is supported within the light passes. I think the time will come when Octane can denoise those light passes individually. Hopefully sooner then later!
Thank you for this tutorial! I wonder if it takes more time to render all these light passes than the main image (noise issues put aside). Also, I think i discovered I don’t need to always render in 32 bit (I thought i had to do it to match the « 32 bpc » in Ae 😅
My hard drive will be happy.
No, it does not produce more overhead. The only thing that takes more time is saving multiple files instead of one.
Important with the 32bit is that your images are floating point. To my knowledge only EXR has a "half float"/ "16bit float" option. If you would render PSD or Tiff. 16bit is not float there. So you would have to render 32bit there.
Cheers and a good time to you and thank you for your support, watching my content!
@@SilverwingVFX Gotcha, so I can render in 16bits as long as I stick to Octane EXR (whitch is my go to anyway) 🎉
@@oursonwelles Yes exactly.
If you are using DWAB the output is 16bit anyway.
Hi bro! In the octane cinema viewport, the image is in color and scale
is it different from the final render? I set up the imager, but it didn't work, no matter how I set it up, the image on the final render is lighter by several tones
Hey there and thank you very much for your comment and your question.
To be able to answer your question could you let me know what workflow you are engaged in.
EXR linear sRGB, EXR ACEScg, tonamepped ACES etc.
It's really essential to know that, to give detailed feedback ✨
@@SilverwingVFX Thanks for answering, I figured it out, turned on linear, rgb in the octane settings and everything worked
@@TheSchpuntov Ah fantastic! Great to hear you figured it out 🙌
Awesome as always !!! Shameless request here lol, Can you do a tutorial on how to set up and work on render tokens and using RNDR ?
ua-cam.com/video/sKLHVwlaNoA/v-deo.html&ab_channel=CorneliusDammrich
Hey and thank you very much for your nice comment!
Hmmm. Not exactly sure what you mean by "working with render tokens" For the part of using RNDR, Cornelius has made a really good tut about that. Have you seen it?
ua-cam.com/video/sKLHVwlaNoA/v-deo.html
Not sure if that would answer at least your second rewquest. Let me know!
Though RNDR is a great service I usually render locally on our inhouse renderfarm 😇
@@SilverwingVFX Yes !! Thank you soo much for this. I dont know how I missed this one :))
Hi bro, i want ask you in this work, do you use ACES?
I did not use ACES in this project.
This is just linear workflow.
I have other videos where I go over my ACES or AgX workflows.
@@SilverwingVFX OK i Know,thanks man!!!!love you
Raphael, i wanted to ask this for quite some time now..
You seem to be the most precise "simple artist" in the planet.. your charts are NASA accurate, your Index of refractions are to 5th decimal (HEHEHE) , AI can't make nodes in octane node editor so organised, your scene manager looks insanely perfect, your modeling is 11/10, naming, level of detail... top..
BUT , why the fuck you render in DWAB, i guess you dont have a issue with a slow SSD/NVME or a 20years old & slow machine.. at least ZIPs..
Hey therer Vladan,
thank you for your comment. Appreciate that you noticed my accuracy 😅
About DWABs. It´s mostly about disc space. DWAB is usually the smallest EXR compression. Usually smaller then an 8bit PNG. While it´s only a small fraction slower then ZIP compressed EXRs.
Since its smaller then ZIP the overhead should be coming from your CPU not the HDD / SSD. So to explain the smaller the file size, the more its compressed, the less the HDD / SSD has to work to get the file into RAM. But the more the CPU has to work to decompress it.
If you feel like your system is struggling encoding DWAB, you can try DWAA. Its a bit lighter on the CPU. This all goes for single layer EXRs I have no experience with multi layer files! I imagine those will be a lot heavier to work with!
In the end, to answer your question. DWAB compressed EXRs work really well on my system and they are the best ratio between amazing quality (brighter then white values) and size on Disk. Easy as that.
Cheers,
Raphael
@@SilverwingVFXDWAB is struggling with i cryptomate, therefore i am mostly happy with zips.
Tnanks.
@@vladan.Poison Dependent on what Octane version you are using this is not a problem anymore. I think since around 2019 Octane is smart and uses the right compression for its passes. No matter what you set in the menu.
As far as I am aware Cryptomatte only works uncompressed. So Octane does not compress it (even if you have set DWAB)
This also goes for a couple of other channels that do not work well with compression as world position for example.
@@SilverwingVFX in my tests prior or 2021.x octane was rendering CM's in the desired compression howerver in Pix24 and below if i remember well CM's were useless. I was not aware that nowadays it does what it wants in terms of compression type (imho it should not). I use Position pass for Z depth as i can't still get a decent Z bufffer pass out of it. This is not said so you make one quick tip of 40 min for that. 😇
@@vladan.Poison Maybe I will make a 40 min video for it ha ha ha. Thanks for giving me ideas 😇
About Z-Depth. Yeah, its a bit hard to understand how to set it up. There is even a more easy way (in my opinion) using the global texture in the AOV system.
Maybe I should really make a tut about it though ha ha 🙌