Please don't stop doing those! I though I knew a lot about the inner workings of Octane, but every time you upload it gets clearer and clearer. Many thanks
Incredible! I feel liberated because I'm not confused by this setting anymore. You've explained it perfectly, told us what it does, how to use it to solve problems, issues that might arise, and the solutions. Please don't stop making these quick tips!
I have been using Octane for a long time now, and yet this is like you have opened up another world to me that I didn't know existed. Your videos are incredibly useful, well done and perfectly precise (and never run too long, no matter how long they are). I can't wait for the next Quick Tip, and I am always hoping it will be a Not-So-Quick Tip!
Thank you very much. I am glad that you could take away some things from this video and of course that you like the content in general! "I am always hoping it will be a Not-So-Quick Tip!" Ha ha ha. Yeah I have a couple of those longer ones on the list. So there are definitely some more like 20min videos. Though I think that I will stick to shorter one in the next weeks... but lets see! Cheers and a great week to you!
Such a great tutorial. Amount of information from both theory and practice in less than 12 minutes is amazing. You just got yourself a subscriber. Thank you.
wonderful info as always. Never fully understood what this was. Maybe a tut on 'stickers' as the Redshift now supports stacked materials in C4D and in Octane there are a variety of ways of doing this, my preference is camera mapping. Its also a little confusing in Octane and it took me a while to get my head around it.
I'm familiar with all of the 3rd party renderers, and I used Octane for about a year a few years back--why is it that only Octane relies on adjusting ray epsilon? I don't recall Arnold, Vray, Corona or Redshift having this setting, or at least needing to adjust it. Maybe I'm missing something... Thanks.
Hi there. Most of the CPU-Renderers are using "Double Precision" with a 64 bit register per value. Therefore the precision range is far larger. But even there some renderers have this setting. In Vray its called "Secondary Rays Bias". Also other GPU renderers as ProRender have a Ray Epsilon. Not sure how other GPU renderers as Cycles deal with it. Maybe it´s somehow automatable?! As far as I know Double Precision would also work for GPU rendering but RTX GPUs would be slower as they excel at Single Precision calculations. So might be that e.g. Arnold GPU is using Double Precision for GPU as well but therefore sacrifices some performance. All speculation though.
Hey there and thank you very much. Nice seeing you watching my tuts 🙂 Its called Rays Bias in some other engines like Vray. To my knowledge a lot of CPU Engines do not have it because they work in double precision which usually is more then enough for any reasonable scale. But I would have to research how engines like Redshift or Cycles are dealing with it. Usually GPU engines are single precision because the consumer GPUs are far faster calculating single precision floats then double precision.
Thank you for the video, I still don't fully understand it, but now I know to try and make some changes. What graphic are you using for your floor size mat?
Hey there and thank you very much for your comment. Sorry if I did not do a good job to explain the problem. About the background. You can download it from my google drive. It is a darker version there, but you can tweak it to your liking. I linked it in the description.
@@SilverwingVFX it wasn't that you didn't do a good job of explaining it, I just lack the vocabulary to understand what some of those render and math terms mean, but I'll be watching it again
Thank you sooo much Silverwing! If you feel free, could you please publish a tutorial on How to produce a "seamless" procedual Bump texture for any material in Octane? Emphasis on Seamless. I can always find a seam especially in bump maps texture. I know Triplannar node works, but the pattern must be transform into extremely small scale like 0.0002 in xyz in order to look natural, then I can see clear repeatative pattern thats a no go, then I have to use break it apart a bit. Is there a better approach tackling this problem? Thank you so much for your time and ur kind tutorial. It has been always helpful since 5 years ago
Hey there. First of thank you very much for your kind words. About your "Tiling" problem. If I understand it right I think what you need is almost impossible to produce. Something that works in a small scale as well as in a big scale... So if you make any tileable texture small enough you will see its repetition. In this case repetition would not be a sign of a bad tileable map but just showing up because of the small map and the therefore occurring many repetitions. I think you already hint at a possible solution in your comment. I usually mix different map sizes together or use a noise as mix amount to break up the pattern. This of course is more tedious then having just one texture. P.s. depending on the pattern it can be really seamless. Something like a bumpy plastic surface for example usually has a very unifom and very similar pattern so one would not notice tiling. Hopefully this helps a bit. Maybe I will make a tut about dealing with texture resolution etc. Cheers and a great week to you!
@@SilverwingVFX Great week to you my kind sir!! Thank you for ur detailed explanation! Yeah maybe there isnt a one-stop way so far to do it now haha thank you for ur information so much!!! God bless!
Thank you for explaining well what's going on with this very obscure slider! Are you going to update your video on the ACES workflow in Octane now that C4D 2023 has ACES, or maybe you are going to wait until Adobe releases the new version of Ae with ACES color management?
Thank you very much. To be honest with ACEs, there is no difference with the workflow besides that you would see the Picture Viewer rendering correctly now. As you said, I probably will make a new tut when AE finally supports ACES natively.
you are the best. :) i wish octane would let us split the ray epsilon to groups, my idea is to develop a new epsilon system that combine ray absilon groups, that could be set up in the octane tag. each different group will have a different ray absilon values. one value for the close charecter(group1), and one for the large landscape (group 2). like - light leaks. what do you think of that? is it possible?
Hey there. Thank you very much for your comment! Yeah that would be a good idea. I guess for the developers there is always a balance to keep the renderer fast and performant and as low memory as possible while introducing new features. An even better idea would be to bind that ray epsilon to the camera ray distance. So it would adjust automatically based in the object distance. And even adjusts within the same object when it is near and far at the same time. e.g. landscape base. But since I am neither a developer nor a programmer I have no idea if something like this would be even doable.
A very good tutorial would be about how to use vertex map tag and field on matrix objects with octane. Unlike redshift, we cannot add a custom geometry on the octane tag when it's on a matrix object. This is cutting a lot of possibilities. see : Friendsofmotion and PixelAffair to understand what I mean. Peace! :) Great job, like always!
Sorry for my long outstanding answer. If you want to put objects on a matrix object, you can do that by pointing the matrix as a source of a scatter object. The scatter then will take the positions the matrix provides and puts objects there. Better then nothing, but you are right. Would love a more native solution!
Please don't stop doing those! I though I knew a lot about the inner workings of Octane, but every time you upload it gets clearer and clearer. Many thanks
Hey thanks. Glad you like the content and you could take away something. I will keep on going as long as I have time!
You are gold! Otoy should be paying to for all the detail work that you are putting on this videos. Thank you !
This is the single best explanation on Ray epsilon. I'm glad this channel exists.
Animating the ray epsilon in the overwrite kernel settings is such a good tip!!!
This video helped me to understand a lot of rendering problems I encountered before.
Incredible! I feel liberated because I'm not confused by this setting anymore. You've explained it perfectly, told us what it does, how to use it to solve problems, issues that might arise, and the solutions. Please don't stop making these quick tips!
Oh man this is so nice to hear. Awesome and thank you very much for your kind words!
This is great knowledge. This should have been a part of official Octane docs.
Thank you. Much appreciated!
Wow. I've always wondered how exactly it works, thanks!
Once you understand something, you never forget it.
Nice. I will remember that saying!
this format is perfect Raph. Thanks a lot for these explanations.
Thanks, Rapahel!
The charts really help better understand how this parameter works!
Keep bringing videos on!
Thank you. Great to hear your positive feedback!
I have been using Octane for a long time now, and yet this is like you have opened up another world to me that I didn't know existed. Your videos are incredibly useful, well done and perfectly precise (and never run too long, no matter how long they are). I can't wait for the next Quick Tip, and I am always hoping it will be a Not-So-Quick Tip!
Thank you very much. I am glad that you could take away some things from this video and of course that you like the content in general!
"I am always hoping it will be a Not-So-Quick Tip!" Ha ha ha. Yeah I have a couple of those longer ones on the list. So there are definitely some more like 20min videos.
Though I think that I will stick to shorter one in the next weeks... but lets see!
Cheers and a great week to you!
Such a great tutorial. Amount of information from both theory and practice in less than 12 minutes is amazing. You just got yourself a subscriber. Thank you.
Thank you very much. Appreciate that you like my content!
THIS IS GOLD !! Thank you so so much ! Never heard about this before !
Thank you. Great to hear it was useful to you ☺
Wow, great info! Thank you!
Thank you very much. Appreciate that you liked it and find the Info useful 🙌
Wow! I didn't know about it. Thank you again!
Happy to be of help!
wonderful info as always. Never fully understood what this was. Maybe a tut on 'stickers' as the Redshift now supports stacked materials in C4D and in Octane there are a variety of ways of doing this, my preference is camera mapping. Its also a little confusing in Octane and it took me a while to get my head around it.
You are the best, like always!
love the content - keep it coming! thank you!
handy for resetuping s or creating karaoke tracks. Thanks for the recomndation!
I'm familiar with all of the 3rd party renderers, and I used Octane for about a year a few years back--why is it that only Octane relies on adjusting ray epsilon? I don't recall Arnold, Vray, Corona or Redshift having this setting, or at least needing to adjust it. Maybe I'm missing something...
Thanks.
Hi there. Most of the CPU-Renderers are using "Double Precision" with a 64 bit register per value. Therefore the precision range is far larger. But even there some renderers have this setting. In Vray its called "Secondary Rays Bias". Also other GPU renderers as ProRender have a Ray Epsilon. Not sure how other GPU renderers as Cycles deal with it. Maybe it´s somehow automatable?!
As far as I know Double Precision would also work for GPU rendering but RTX GPUs would be slower as they excel at Single Precision calculations. So might be that e.g. Arnold GPU is using Double Precision for GPU as well but therefore sacrifices some performance. All speculation though.
Very well explained. Never heard about this term. How do the other renderers solve this? Just curious.
Hey there and thank you very much. Nice seeing you watching my tuts 🙂
Its called Rays Bias in some other engines like Vray. To my knowledge a lot of CPU Engines do not have it because they work in double precision which usually is more then enough for any reasonable scale. But I would have to research how engines like Redshift or Cycles are dealing with it. Usually GPU engines are single precision because the consumer GPUs are far faster calculating single precision floats then double precision.
has anyone ever co up with such a good lody, and forget it seconds later
Thank you for the video, I still don't fully understand it, but now I know to try and make some changes. What graphic are you using for your floor size mat?
Hey there and thank you very much for your comment. Sorry if I did not do a good job to explain the problem.
About the background. You can download it from my google drive. It is a darker version there, but you can tweak it to your liking.
I linked it in the description.
@@SilverwingVFX it wasn't that you didn't do a good job of explaining it, I just lack the vocabulary to understand what some of those render and math terms mean, but I'll be watching it again
Thank you Master!! 🔥
You very welcome!
Thank you sooo much Silverwing! If you feel free, could you please publish a tutorial on How to produce a "seamless" procedual Bump texture for any material in Octane? Emphasis on Seamless. I can always find a seam especially in bump maps texture. I know Triplannar node works, but the pattern must be transform into extremely small scale like 0.0002 in xyz in order to look natural, then I can see clear repeatative pattern thats a no go, then I have to use break it apart a bit. Is there a better approach tackling this problem? Thank you so much for your time and ur kind tutorial. It has been always helpful since 5 years ago
Hey there. First of thank you very much for your kind words.
About your "Tiling" problem. If I understand it right I think what you need is almost impossible to produce. Something that works in a small scale as well as in a big scale...
So if you make any tileable texture small enough you will see its repetition. In this case repetition would not be a sign of a bad tileable map but just showing up because of the small map and the therefore occurring many repetitions.
I think you already hint at a possible solution in your comment. I usually mix different map sizes together or use a noise as mix amount to break up the pattern. This of course is more tedious then having just one texture.
P.s. depending on the pattern it can be really seamless. Something like a bumpy plastic surface for example usually has a very unifom and very similar pattern so one would not notice tiling. Hopefully this helps a bit. Maybe I will make a tut about dealing with texture resolution etc.
Cheers and a great week to you!
@@SilverwingVFX Great week to you my kind sir!! Thank you for ur detailed explanation! Yeah maybe there isnt a one-stop way so far to do it now haha thank you for ur information so much!!! God bless!
Thank you for explaining well what's going on with this very obscure slider! Are you going to update your video on the ACES workflow in Octane now that C4D 2023 has ACES, or maybe you are going to wait until Adobe releases the new version of Ae with ACES color management?
Thank you very much.
To be honest with ACEs, there is no difference with the workflow besides that you would see the Picture Viewer rendering correctly now.
As you said, I probably will make a new tut when AE finally supports ACES natively.
witch is insightful. But u broke it down in simple man's terms. I can't wait to ss around with what you taught and see the different
17 minutes than i've seen in years.
This is great
Thank you!!
you are the best. :) i wish octane would let us split the ray epsilon to groups, my idea is to develop a new epsilon system that combine ray absilon groups, that could be set up in the octane tag. each different group will have a different ray absilon values. one value for the close charecter(group1), and one for the large landscape (group 2). like - light leaks. what do you think of that? is it possible?
Hey there. Thank you very much for your comment!
Yeah that would be a good idea. I guess for the developers there is always a balance to keep the renderer fast and performant and as low memory as possible while introducing new features.
An even better idea would be to bind that ray epsilon to the camera ray distance. So it would adjust automatically based in the object distance. And even adjusts within the same object when it is near and far at the same time. e.g. landscape base. But since I am neither a developer nor a programmer I have no idea if something like this would be even doable.
Many thanks !!!
You very welcome!
legend!
"Lets slow down and take one step at a ti"
wait how did you get there mine doesn't look like that what
Nice tutorial, could you please teach how to remove softs from a ? for karaoke purposes. Than you
Jack anderson it’s a complint. It’s so rare to find that in a actual human being
5 minutes in and tNice tutorials is 10 tis harder than garageband on my phone
.
A very good tutorial would be about how to use vertex map tag and field on matrix objects with octane. Unlike redshift, we cannot add a custom geometry on the octane tag when it's on a matrix object. This is cutting a lot of possibilities.
see : Friendsofmotion and PixelAffair to understand what I mean. Peace! :) Great job, like always!
Sorry for my long outstanding answer.
If you want to put objects on a matrix object, you can do that by pointing the matrix as a source of a scatter object. The scatter then will take the positions the matrix provides and puts objects there. Better then nothing, but you are right. Would love a more native solution!