Quick-Ish Tip: Octane Better Falloff Shader (Utilizing OSL)

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  • Опубліковано 26 лис 2024

КОМЕНТАРІ • 60

  • @SilverwingVFX
    @SilverwingVFX  Рік тому +1

    Hello everyone. Marcus Rizzo asked me if I can change the OSL Script to also respect "Inverted Normals" or the "Inside of Objects".
    And yes, of course. You can update your OSl by switching out your Dot Product line with:
    float Falloff = dot (-I , faceforward (N , I ));
    All set. Have fun and happy rendering!

  • @prymexxxx
    @prymexxxx Рік тому +2

    You are the only reason why I havent given up on octane render. I used to think it has a lot of limitions but knowledge about the software can truely take it to new hights.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +3

      Hey hey and thank you a lot for your honest comment.
      I think there are multiple reasons why people don´t like Octane.
      A: It is a bit convoluted and the UI is sometimes hard to understand. I worked with it from almost the beginning and therefore evolved with it.
      B: It requires rather clean scene setup and also can be limited by vram. So big textures and objects with many polys have to be handled with care.
      C: Its good for some scenes and bad for others. I do a lot of product viz and this is a perfect use case for Octane. If you use it for visualizing big datasets like cities it with lots of detail that maxes out the resources you are going to have a hard time.
      Not that it´s not possible but you have to optimize quite well, use instances and have to have a very detailed understanding how octane works in the background.
      The good thing is that most of the things I show here can be adopted to other engines as well. As I have some of my scenes also redone in Redshift (Plastic Caps as well as Traffic Cones) Its also good for me because I strengthen my understanding about the similarities but also the differences between renderers.
      Ok that was a long answer. Hope you don´t mind reading all that.
      Cheers and a great start into the week and a overall good time!

  • @bhavana01123
    @bhavana01123 Рік тому +2

    SOO glad Raphael has such poor impulse control; he was right, he could've taken the offramp and ended the lesson right there 3:20 secs in, but his enthusiasm and love of the game got the better of him and he straight up mainlined the better hit for us. Danke Raphael

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Hey hey,
      super nice seeing your comment here!
      Ha ha ha. Yeah I want to do good. And I can´t help it to explain stuff in more detail 😇
      What is cool is that you and the community really don´t mind longer tuts like this.
      So thank you very much for your kind words, for your interest and your amazing support. Very, very much appreciated!

  • @EminHasanzade
    @EminHasanzade Рік тому +6

    i hope you will`be contunie this awesome tutorials. UA-cam best profesional and informative channel. Absolutely worth of it every second.
    We Love You ! ❤

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +2

      I did not know but I somehow needed to hear this! Thank you very much for your kind words. Made me all fuzzy and warm inside and made my Day 😊

  • @zetadesigns1843
    @zetadesigns1843 Рік тому +1

    incredibly precious content - no one does it quite like you raphael

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Ohhh, thank you. That´s super nice to hear.
      Much appreciated 🙏 🙌

  • @0zaidi
    @0zaidi Рік тому +2

    Rad tutorial as usual, this would take the cloth shader to the next level! and thank you for including chart time and the cherry on top OSL haha, and in my book it's still a quick tip considering that it flew by fast as it's very useful and easy to digest, I hope you had a great time off and wish you a wonderful week ahead, cheers! ⚽

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Hey hey,
      thanks so much for your great comment Zaidi!
      I am happy to hear that you enjoyed the tutorial including chart time and time went by fast.
      And yeah. I think this shader has a lot of benefits in materials. Especially once with iridescence. But also, as you say, cloth. Though I proably would use both the smoothed normals falloff as well as the shaded normals falloff with the cloth shader.
      Cheers and thank you very much for your support. Very much appreciated ⚫

    • @0zaidi
      @0zaidi Рік тому

      of couse man, anytime, and oh yes i can see it also used as a faster (fake) AO node to emphasize threads and such small details mostly on static meshes unless we could use local axis to calculate falloffs (still won't be perfect but it can be fast I assume) and it can be an extra layer to control iridescence too, also I just checked if the existing iridescenet node in octane takes in consideration normal maps and turns out it does which might be another way to go about it but it's very different and not as intuitive to control that's why I prefer your OSL method and also makes me dabble into the world of OSL so hopefully one i get to understand it, cheers!🌟@@SilverwingVFX

  • @aspizak
    @aspizak Рік тому +1

    Great stuff again, OSL are very underrated.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Hey Adam,
      yeah, lots of people are afraid of code. I was too. And I still am sometimes 😅 But with such easy to understand examples it´s a good starting point to grow out the knowledge.
      Cheers and a great start into this week to you!

  • @shawnastrom
    @shawnastrom Рік тому +1

    Pure gold in these tutorials!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you very much Shawn.
      Much appreciate that you like them 🙌

  • @FLXD
    @FLXD Рік тому +5

    I can't stress enough how usefull your videos are, Raphael! Pure gold (or should I say silver?). Keep up the good work :)

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Oh man, thank you so much for your golden Comment 💛 Ha ha silver also checks out.
      Thank you so much. Highly appreciate it 🙏

    • @abelo
      @abelo Рік тому +1

      I think he should upgrade to titaniumwing 😃

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      @@abelo Ha ha ha. Takes a bit of getting used to 😅

  • @AlexiEffects
    @AlexiEffects Рік тому +1

    I always learn something new from you! Thank you for your hard work and dedication.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Super nice to hear that. Much appreciate your comment and your support!

  • @zotake
    @zotake Рік тому +1

    Super useful, thanks again! ⚫

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Yeees. Thank you for ⚫ the Video!
      Again thank you very much for your support!

  • @oyr2580
    @oyr2580 Рік тому +1

    Another great video. Thanks for putting time to create these awesome Tips.
    I haven't tried it myself but I think it is also possible to square the result of the dot product to linearize it. I might be wrong but at 45 degree you get half of the value this way because of the square of cosine of 45 degree. And if you invert it and add it with the none-inverted, you get value of 1 everywhere.

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you OYR,
      thank you very much for your interesting comment.
      It´s definitely worth a try. I was very bad at math in school so I did not pay attention so what I do nowadays is find my own ways to solve stuff. Which might not be the best method. But I am happy if it does work. A (bad) working solution is better then no solution ha ha.
      Cheers and thank you for chiming in with your ideas!
      Raphael

    • @oyr2580
      @oyr2580 Рік тому +1

      thanks, looking forward for the next quick tips 😁 @@SilverwingVFX

  • @whitekraw
    @whitekraw Рік тому +1

    Yessssss!
    Gotta love OSL Magic!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +2

      I certainly do 💪
      Sometimes It also frustrates me though... when I can´t get the script to do what I want (happens more often that you might think)
      But when I get it to finally work then the joy is even greater.

  • @nowemfaith3186
    @nowemfaith3186 Рік тому +1

    It's really great!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you so much . Great to hear you like it!

  • @famebyframe
    @famebyframe Рік тому +1

    Great tutorial, as always 👏 on that note: I was wondering if you need to add an additional falloff node to a reflective shader for a realistic fresnel effect, doesn’t Octane account for that automatically? 😅

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Hey Roman and thank you for your comment.
      You are right. Octane has a rather good shader system that takes care of the most of things. Though sometimes it is useful to create your own custom Fresnel for materials that have a bit of a special case. Though I almost never do that to be honest.
      Of course that would mean disabling octanes Fresnel before you apply your own.

    • @famebyframe
      @famebyframe Рік тому

      @@SilverwingVFX Thanks a lot for the fast reply and clarification!

  • @MarcusRizzo
    @MarcusRizzo Рік тому +1

    veeery very cool!! Do you know if is there any workaround to make it work on the inside of the object too, like the falloff does?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      I am not on a computer right now but wanted to answer you real quick.
      I think giving the normals an absolute value might work.
      Have only though about this in my head, so I am not sure this really works.
      So the line should be:
      float Falloff = dot ( -I , abs(N));

    • @MarcusRizzo
      @MarcusRizzo Рік тому

      maaan you are fast and precise!!! work like charm!
      @@SilverwingVFX

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +1

      Hey marcus.
      I just tested it and, as you might have seen as well, does not work.
      Though OSL PDF to the rescue, there is a facingforward function that can be used:
      float Falloff = dot (-I , faceforward (N , I ));
      Should work now. I tested it and it seems to do what its supposed to now 🙌
      Thank you so much for helping making the script better 👍

    • @MarcusRizzo
      @MarcusRizzo Рік тому

      You are a legend!! i need to study osl xD@@SilverwingVFX

  • @Tatonga911
    @Tatonga911 Рік тому +1

    Great job ❤ dot :)

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you for your nice comment and for ⚫ the video 🙌

  • @khellstr
    @khellstr Рік тому +1

    ⚫Huge amount of useful information again. I had some knowledge of most of the topics before, but now I have much more comprehensive and lucid understanding of these topics. Your explanations make everything clear as silver in the mirror :D
    Modo has a great feature called Texture Replicator, which allows you to use Particles (point clouds) to Project textures. Texture is projected from every particle, and you can adjust the size and falloff(fading in borders) of textures (and other things). You can use multiple textures. So you can for example create particles on the surface, and with Texture Replicator add scratches.
    It doesn't matter where the particles come, so you can use for example curves to place textures for the painting in the road. Why I'm writing this is because I have been wondering if this is something that could be created with OSL. So, if you run out of ideas :D
    Also, I would love to see a tutorial about Random Walk and other mediums from you. They are so confusing, starting from the amount of the nodes that are doing seemingly same thing. When should I use diffuse material and when Specular material (or diffuse with specular layer), should I control colour with Albode or Radius.. Should the transmission be always 100% or something else. So much confusion :D

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Hey Kimmo,
      thank you very much for your long and interesting comment.
      Great to hear that I could give you a more polished :D understanding of the matter ⚫
      About Modo. Ah, this is really interesting. Very cool function. It might be possible to do something along those lines I think there is a nearest point function in the OSL script.
      But it definitely is something I would take a week to write while a seasoned programmer probably could do it in minutes / hours.
      Maybe there is already something along those lines. The great thing about OSL is that it works for a lot of other software and therefore a lot already has been written.
      Cheers and thank you once more. Not sure if I would start something as complicated as this right now. But let´s see what the future brings.
      Have a great start into the week and a fantastic time!

    • @khellstr
      @khellstr 10 місяців тому +1

      @@SilverwingVFX I noticed you have a typo in timestamp that starts 14:31 " Randians and Application Explained"

    • @SilverwingVFX
      @SilverwingVFX  10 місяців тому

      @@khellstr Thank you very much! Much appreciate your keen eye.
      I have fixed it now 🙌
      There are probably some of those typos all over my videos 🧐😇

    • @khellstr
      @khellstr 10 місяців тому +1

      I have a typo if there is more than 1 word in a sentence. Or used to, autocorrection helps now. I have managed to make write my own name wrong few times.

    • @SilverwingVFX
      @SilverwingVFX  10 місяців тому

      @@khellstr Ha ha ha. Been there, done that! Also with my name 😇
      Autocorrect is a God send!

  • @impylse
    @impylse Рік тому +1

    Sometimes i wonder what would i do without Raphael Rau 🤔

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Thank you very much for your kind words. I hope you would do mostly the same though ha ha. They are only small tips 😇 Much appreciated though ❤️

  • @fernandolardizabal458
    @fernandolardizabal458 Рік тому +1

    ⚪Wonderful! Very clever! Love it! ⚪
    I use gradient very often with falloff node but extending its effect to normal map is very nice!
    I wish we had curves option to drive our falloffs. 3DS MAX does it extensively with Vray and Corona render engines - Maybe you can figure a way to achieve it.
    Thanks!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +2

      Thank you so much Fernando. Appreciate the ⚪
      Yes. The curve is definitely a thing that is missing. P.s. be aware that Vray as well as Corona just use the dot product without linearization in their falloffs. So to get really precise, you would need to do that arc cosine step on top. (Or just paste the OSL script in there and use the curve on that)
      A long time ago Simon Holmedal helped me to create a setup where you could use a C4D curve and "encode" the data into knots of a gradient. I have the file here still. It´s just a step more every time you change something on the curve. But in general its better then having nothing!
      I will lobby for a curve node in octane! Maybe some Day we will get one (has to be present in the standalone also)
      Cheers, a great start into this week and thanks again for your great support. Very much appreciated.

  • @god-rays
    @god-rays Рік тому +1

    🙋

    • @SilverwingVFX
      @SilverwingVFX  Рік тому +2

      I am honored to give to you the first comment medal: 🥇
      *bows deeply*

    • @god-rays
      @god-rays Рік тому

      @@SilverwingVFX Thank you so much 😅😅 This is the 2nd medal of my life.. first one I got in my school from my art teacher.

  • @imakegreateggs
    @imakegreateggs Рік тому

    Hey Raphael, this is way over my head, but now how do you change the skew factor and min/max values of the new falloff?

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      Well if you ask me that, you seem to have done well in following it. So not over your head as it seams.
      "Skew Factor" is just a Gamma function. So you can just add a "Color Correction". For the Min Max you can add a "Range" node and change the output.
      I usually don´t need that stuff that much, so I left it out of the tut 😇 Of course that all could be coded inside the OSL as well. If you want that functionality, I could do that real quick and update the OSL.

    • @imakegreateggs
      @imakegreateggs Рік тому +1

      @@SilverwingVFX ​ I kinda figuire it out with the min max values, I used a Gradient node.
      It worked with the CC node! Thank you, Raphael!

    • @SilverwingVFX
      @SilverwingVFX  Рік тому

      @@imakegreateggs Yeah there are as always multiple ways to do stuff. Great to hear you figured out a workflow 🙌

  • @stilfuchs8031
    @stilfuchs8031 Рік тому +1

    🧶