You run a criminally-underrated channel. I seldom see educational videos that are this rich with information distilled into such a digestible format. Thank you!
A masterclass in pedagogy! I'm not a C4D user, but am always here to learn from how you teach and pick up any tips that are render engine agnostic. Thanks!
Oh man, thank you very much for your great comment. Such kind words. It means quite a lot that you watch my videos even if they don´t use the software 🙏 🙌
Hey hey, first again big thank you for becoming a Patreon. Really appreciate it. And next thank you for your nice comment. Super glad you liked it and found it useful!
I love these deeper subjects. It teaches my WHY I should need or use certain elements which are otherwise simply "different models I'm trying out to see what works"
Love these more theoretical videos! Really takes your work to the next level if you have a fundamental understanding of what's going on behind the scenes in these programs.
Thank you so much for your nice comment 🙏🙌 Yes that´s exactly what drives me to understand all those things. Its always great to have some background. Especially when troubleshooting.
This is great, I always picked at random and didn't know what the difference was. The theory behind it is so important and I really appreciate your work
I’m glad to know that the octane brdf hack for frosted glass is approved by an expert! Also I like the smart use of resolve at the end, lot’s of value as usual ✨
Hey Zaidi, ha ha super nice to see that I am not alone with my frosted glass technique. Thanks so much for watching till the End! I figured out that workflow with DaVinci when I was verifying Fresnel curves 😇
Raphael thank you for this..its very tech-y but its who you are. I love you for that ! 2 week ago i got pissed so much on octane that i've decided to shift to RedShift I am nearly there. watched over 150 hours of top shelf training and i am very excited on the power of RS. Hope you switch to it soon .
Hey Vladan, thank you for your comment. I use RS too on a (more or less) regular basis for my job. So in terms of "switching" I am actually using both. Though I prefer Octane for my work 😇 If you want great RS tips I can recommend: www.youtube.com/@gernge Its a friend of mine who recently started making RS tuts!
@@SilverwingVFX checked your friend's "RS tweak section". From the overall experience every case scenario is going to have its own settings. There is no magic button in any render engine. Thank you and wish you make some RS tuts on AOV's.- but your way - i mean all the way..
Awesome, was looking for a long time for this info! what about when using maps for each channel? Does it make any difference if using octane's default or GGX?
Hey there and thank you very much for your comment. As I show in the video, there is a difference in roughness from the Octane to the other BSDFs. A texture is just driving the roughness vales as the slider would. Just with a different (slider) value for every pixel. So in other words, yes Octane will give other roughness values vs the other BSDFs using the same texture. If you are in an PBR workflow, the go to is usually uses Energy Preserving GGX. So if you want the intended result from those textures, use Energy Preserving GGX. Hope that helps 🙌
@@georgeluna6217 Yes, GGX Energy Preserving is a very foundation. As I said in the video, there are some minor exceptions. But in general you can´t go wrong with GGX EP. No matter what material type.
It's "Student's t-distribution". More important really.. the bell shaped stuff you posted are probability densities (PDFs) and not 'BSDF' and mainly, the Y axe is not 'reflection strength' by any means... the top of the curve for example represents a mirror reflection probability.. so let's say roughness is zero, the whole curve will be just a straight line pointing to the top (ie. an impulse aka a Dirac).. meaning you don't have any other probability to shot other directions than a mirror one.. then the higher the roughness the fatter the curve .. meaning the range of directions is increased and different directions have some probabilities to kick in.. of course the more directions the less reflection strength because more stuff is sampled (ie. in your examples.. not all directions will sample a light.. producing the visual falloff typical of specular highlights).
Hi there. My bad. I should have called it Students-T Distribution! Other then that your answer is 100% the same I am explaining in the video. I made the decission to not show curve distributions of varying roughness because it might be more confusing for newbies. A text box is explaining that it´s a fixed roughness level in the video.
@SilverwingVFX I have to nitpick the name because so I'm able to introduce you to the real story of the distribution.. it's Student's t-distribution.. 'Student' was the pseudo name the original author used instead of his own... then using a capital T or not it's up to you.. till we agree on the final meaning, that is .. the T distribution of Student. The long story has to do with beer ! W. Gosset was the original author but he was working for Guiness and Guiness prohibited to publish stuff with own names because of NDA. Eventually he determined the distribution actually while he was doing quality control in various stages of the production process of Guiness beer ! There would not be a STD distribution without beer probably ! Cheers 🍻
Hey there and thank you very much for your comment. Actually Conrelius Dämmrich made the cloth sims in Marvellous Designer for me 🙌 So unfortunately I can´t make a tut for this 😅 😇
You run a criminally-underrated channel. I seldom see educational videos that are this rich with information distilled into such a digestible format. Thank you!
Oh, thank you so much. That's super cool to hear 🙌 Cheers and a fantastic weekend to you ✨
@@SilverwingVFX Likewise!
never even thouched the STD model. Thanks for the video, very insightful!
You are very welcome. Usually one is fine with GGX Energy Preserving. I think its a "The more you know" situation 😄
Most awaited tutorial thank you so much
Thank you very much 🙌 Hope it meets your expectations ✨
A masterclass in pedagogy! I'm not a C4D user, but am always here to learn from how you teach and pick up any tips that are render engine agnostic. Thanks!
Oh man, thank you very much for your great comment. Such kind words. It means quite a lot that you watch my videos even if they don´t use the software 🙏 🙌
Masterclass! I really needed to understand the differences between the BxDF's. Thank you!
Hey hey, first again big thank you for becoming a Patreon. Really appreciate it.
And next thank you for your nice comment. Super glad you liked it and found it useful!
@SilverwingVFX you are welcome! It's so good to support someone like you. Let's keep going!
27:04 Still here and thank YOU.
🙏🙏❤❤ Also huge thank you for watching it all!
Thank you that's so interesting !
I love these deeper subjects. It teaches my WHY I should need or use certain elements which are otherwise simply "different models I'm trying out to see what works"
Thank you very much Thom. Very glad you liked it 🙌
Precious knowledge right here Raphael thank you for all the hard work and for sharing it.
Thanks so much Colin. Much appreciate your nice comment 🙏 ✨
Appreciate for your detailed explaination🎉
Thank you very much for your fast comment. Much appreciated 🙌
It's always great to see a long video, and you "distributed" so much knowledge in this video. Thank you so much!!!
Always super nice to read such nice things in comments. Also my thanks to you 🖖
DANKE!
Sehr gern 😊
Now I understand better why and when. Thanks!
That´s super nice to hear. Thank you very much for your comment!
thanks , i have to watch it 10 times😄
😅 Ha ha ha thank you for your dedication!
I hope you get out some useful info in the end 😇
Great tutorial!
Love these more theoretical videos! Really takes your work to the next level if you have a fundamental understanding of what's going on behind the scenes in these programs.
Thank you so much for your nice comment 🙏🙌
Yes that´s exactly what drives me to understand all those things. Its always great to have some background. Especially when troubleshooting.
This is great, I always picked at random and didn't know what the difference was. The theory behind it is so important and I really appreciate your work
Thanks you so much for your precious comment. Super glad you found the vid helpful!
It was quick indeed
Ha ha ha 😊
It went loger then expected 😇
what a great tutorial!
+1 for an Advanced IOR Tut.
Yes, very nice seeing your comment here 🙌
Fantastic to hear that. And also thanks for your +1
Have a great start into this week ✨
Well looks like you saved me from making this video. Great stuff as always dude!
Ohhh, super nice seeing you on the channel 🙌✨
Thank you so much for your great tutorials. Appreciate them.
Cheers and a great time to you!
I’m glad to know that the octane brdf hack for frosted glass is approved by an expert! Also I like the smart use of resolve at the end, lot’s of value as usual ✨
Hey Zaidi, ha ha super nice to see that I am not alone with my frosted glass technique. Thanks so much for watching till the End! I figured out that workflow with DaVinci when I was verifying Fresnel curves 😇
Raphael thank you for this..its very tech-y but its who you are. I love you for that ! 2 week ago i got pissed so much on octane that i've decided to shift to RedShift
I am nearly there. watched over 150 hours of top shelf training and i am very excited on the power of RS. Hope you switch to it soon .
Hey Vladan,
thank you for your comment. I use RS too on a (more or less) regular basis for my job. So in terms of "switching" I am actually using both. Though I prefer Octane for my work 😇
If you want great RS tips I can recommend:
www.youtube.com/@gernge
Its a friend of mine who recently started making RS tuts!
@@SilverwingVFX checked your friend's "RS tweak section". From the overall experience every case scenario is going to have its own settings. There is no magic button in any render engine. Thank you and wish you make some RS tuts on AOV's.- but your way - i mean all the way..
Great stuff! Would love a deep dive into fresnel as well!
Thank you very much for your Answer. Appreciate it!
this is gold
Thank you very much Lui 🪙
Awesome, was looking for a long time for this info! what about when using maps for each channel? Does it make any difference if using octane's default or GGX?
Hey there and thank you very much for your comment.
As I show in the video, there is a difference in roughness from the Octane to the other BSDFs. A texture is just driving the roughness vales as the slider would. Just with a different (slider) value for every pixel. So in other words, yes Octane will give other roughness values vs the other BSDFs using the same texture.
If you are in an PBR workflow, the go to is usually uses Energy Preserving GGX. So if you want the intended result from those textures, use Energy Preserving GGX.
Hope that helps 🙌
@@SilverwingVFX many thanks for multiple time 😌
@@SilverwingVFX I suppose that's also apply when using universal material? In a sense with any material type GGX (ep) is the way to go?
@@georgeluna6217 Yes, GGX Energy Preserving is a very foundation. As I said in the video, there are some minor exceptions. But in general you can´t go wrong with GGX EP. No matter what material type.
It's "Student's t-distribution". More important really.. the bell shaped stuff you posted are probability densities (PDFs) and not 'BSDF' and mainly, the Y axe is not 'reflection strength' by any means... the top of the curve for example represents a mirror reflection probability.. so let's say roughness is zero, the whole curve will be just a straight line pointing to the top (ie. an impulse aka a Dirac).. meaning you don't have any other probability to shot other directions than a mirror one.. then the higher the roughness the fatter the curve .. meaning the range of directions is increased and different directions have some probabilities to kick in.. of course the more directions the less reflection strength because more stuff is sampled (ie. in your examples.. not all directions will sample a light.. producing the visual falloff typical of specular highlights).
Hi there. My bad. I should have called it Students-T Distribution!
Other then that your answer is 100% the same I am explaining in the video. I made the decission to not show curve distributions of varying roughness because it might be more confusing for newbies. A text box is explaining that it´s a fixed roughness level in the video.
@SilverwingVFX I have to nitpick the name because so I'm able to introduce you to the real story of the distribution.. it's Student's t-distribution.. 'Student' was the pseudo name the original author used instead of his own... then using a capital T or not it's up to you.. till we agree on the final meaning, that is .. the T distribution of Student. The long story has to do with beer ! W. Gosset was the original author but he was working for Guiness and Guiness prohibited to publish stuff with own names because of NDA. Eventually he determined the distribution actually while he was doing quality control in various stages of the production process of Guiness beer ! There would not be a STD distribution without beer probably ! Cheers 🍻
wear clothes, wow how did you do that? Did you create it yourself or does it come in cinema 4D, can you make a tutorial?
Hey there and thank you very much for your comment.
Actually Conrelius Dämmrich made the cloth sims in Marvellous Designer for me 🙌
So unfortunately I can´t make a tut for this 😅 😇