Thank you for the tutorial! It’s very helpful (and the material is slightly more versatile than a similar material by gsg). I don’t have a specific tutorial request, but more of a reflection out loud. In practice, I often have to create scenes with different materials side by side, like styrofoam, glass, metal, and wood. The challenge of achieving photorealism in mixed scenes is that each material looks best in specific lighting and scale. Tutorials often create a sterile situation that is rarely encountered in practice. It would be interesting to see how you approach such tasks.
Thanks! That's an interesting perspective. I've never considered it from that angle before. In situations like these, it's crucial to ensure settings and values align with real-life expectations. Simple aspects, like the hue, brightness, and saturation of albedo, often play a more significant role than many realize. These values can change based on environmental lighting conditions, color space, and other factors, such as the number of light bounces. Perhaps a list like "20 Tips for Achieving Realistic Renders" could be a future topic to explore.
Very cool! Learned a lot from this one. Great work. If i had to choose for another texture tutorial, id say anything that has a stylized look. I've personally been trying to find a way to get a painterly effect, and recently came across a technique that utilizes painted Normal maps to produce this. Something like that would be a godsend!
Thanks! I'll definitely look into that. I'm familiar with that method, and it's also feasible to implement it in Octane to some extent. The real question is whether we can achieve that within Octane without resorting to Substance Painter, and just how far we can push the stylized look in Octane!
@@Stiegosaurus right, so perhaps there's a way to generate a painterly effect procedurally and then apply the hand painted normal map based on it. Sort of a two- step solution
What is the difference between GGX(energy preserving) and octane brdf mode? Your tutorials are all about switching to GGX mode, is octane mode hard to use
In short, there are several benefits to using GGX with energy preservation. It allows for anisotropy, excels at preserving light energy when adjusting material roughness, and provides a better specular "tail" with low to mid-level roughness. Overall, GGX with energy preservation is the most versatile option, which is why I always recommend switching to it.
Very happy to see your update, because it has been a while since I saw your new video
Thank you for the tutorial! It’s very helpful (and the material is slightly more versatile than a similar material by gsg).
I don’t have a specific tutorial request, but more of a reflection out loud. In practice, I often have to create scenes with different materials side by side, like styrofoam, glass, metal, and wood. The challenge of achieving photorealism in mixed scenes is that each material looks best in specific lighting and scale. Tutorials often create a sterile situation that is rarely encountered in practice.
It would be interesting to see how you approach such tasks.
Thanks! That's an interesting perspective. I've never considered it from that angle before. In situations like these, it's crucial to ensure settings and values align with real-life expectations. Simple aspects, like the hue, brightness, and saturation of albedo, often play a more significant role than many realize. These values can change based on environmental lighting conditions, color space, and other factors, such as the number of light bounces. Perhaps a list like "20 Tips for Achieving Realistic Renders" could be a future topic to explore.
Simple and straight to the point, thank you good job !
Greate job! Thanks
Great Job! Thanks can you share velvet marital tutorial?
cool!
Very cool! Learned a lot from this one. Great work.
If i had to choose for another texture tutorial, id say anything that has a stylized look. I've personally been trying to find a way to get a painterly effect, and recently came across a technique that utilizes painted Normal maps to produce this. Something like that would be a godsend!
Thanks! I'll definitely look into that. I'm familiar with that method, and it's also feasible to implement it in Octane to some extent. The real question is whether we can achieve that within Octane without resorting to Substance Painter, and just how far we can push the stylized look in Octane!
@@Stiegosaurus right, so perhaps there's a way to generate a painterly effect procedurally and then apply the hand painted normal map based on it. Sort of a two- step solution
great
What is the difference between GGX(energy preserving) and octane brdf mode? Your tutorials are all about switching to GGX mode, is octane mode hard to use
In short, there are several benefits to using GGX with energy preservation. It allows for anisotropy, excels at preserving light energy when adjusting material roughness, and provides a better specular "tail" with low to mid-level roughness. Overall, GGX with energy preservation is the most versatile option, which is why I always recommend switching to it.
I want the same tutorial about a sponge material.
Interesting idea! I'll definitely add it to my list.
Ahhhhhh, I'm working several years with octane, but cudn't understand why triplanar is not working))))()()()) thank you)))))
Thanks and your welcome!