Another masterclass!! I was using octane scatter for that kind of stuff and always have that scatter problem! Now lets use cloner instead :D Thanks men!
As I vaguely remember, Cloner (Render instance) is still less efficient than Octane Scatter. I could be wrong tho! I'm sure Raphael knows the correct answer.
Thank you so much 🙏 Octane Scatter is the most performant with lots of clones. But you can choose a Cloner with Multi Instances to come closer to it. Its a "choose your poison" situation I guess. Best would be an Octane Scatter that would work with moving meshes, and has e.g. Poisson Disc distribution.
Wow Great tutorial Raphael! I will explore this method using Redshift! Thanks again for sharing your knowledge! Mine you I have OTOY installed as well but use RS more, will do something simple in RS and post my outcome.... Thanks again!
Hey there Manuel, thank you very much for your nice comment. Should be no problem in RS as well. In the "old" material there is "Back-Lighting / Translucency". In the new "Standard Surface" its a bit hidden. You need to turn on Thin walled and then slide up the SSS slider. In RS Energy Distribution works differently. If you put both sliders to 1, the distribution is Diffuse to Translucency is 50/50 So the diffuse does not have priority like in Octane.
i was wondering if it was possible to use substance anchor points in correspondence to the improved vertex map support in octane to achieve a "wiped dust look." do you think thats possible?
Superb tutorial! I'm sorry for asking here, but how do you mitigate the Octane denoiser clean effect on surfaces with fine details? I'm doing animations and I can't render without denoiser. Increasing resolution is not an option for me. Thank you.
Hey thank you very much. Unfortunately I can´t really help you there as I never use denoising. well not in Octane at least. Usually I use Neat Video in Comp. But I render my animations to a point where they are barely noisy usually. One Idea would be to render both denoised and beauty and then render masks (AOV-Passes) for the details you want to preserve and use those as mask between the denoised layer and the original beauty.
Great tutorial, sharing lots of insights and tipps on several steps during production. This format hits a great middle ground between a quick tip produced with minimal context and a full fledged empty scene to final render tutorial. Personally I prefer your format and quicktips, but this might also be due to me having some experience with #C4D and #Octane already, albeit not as deep as you ;-)
Hey, thank you very much for your feedback. Yeah its a bit of a odd mix. I sort of assume that people know C4D and Octane basics. But the tuts themselves are not that high end either. As you said its more or less production practices. Hopefully there are more like you that enjoy them!
@@SilverwingVFX similar to life, a mix of different flavours creates are richer experience. Therefore I think it is good that you do try and produce different formats. Also as the target audience has a diverse taste and different topics are better suited for different formats a mix also makes sense from that perspective. Regardless of that it is just nice to see and hear new stuff from you :)
Thank you very much. Its a bit finnicky but there is. You could use the texture you use for the displacement also in a texture field of a plain effector. You have to make sure you move the objects in the right direction (normal of the object) and also to the right amount. If you do so the dust will match up with the displacement.
@@chickenkombo P.s. I just checked the setup. You can simply use a texture effector instead of a plain + texture field. That is more simple and should get the job done as well.
Hey George, I actually did a tut on cob webs once. Not full spider webs though... Its somewhere around the middle of the video: ua-cam.com/video/evfZaX-mULc/v-deo.html I am sure that nowadays with the new dynamics there are more possibilities to do this even simpler (more easy setup) Maybe I will have a look at spiderwebs again in the future!
@@SilverwingVFX wow I wasnt aware about this presentation.. Would be great to see an updated version of this one if your time and mood allows of course :)
This is one of the greatest Cinema 4D tutorials I've seen.
No way...😯 Thanks a lot for your kind words.
yea its over after this tutorial. been waiting for this forever. cornelius used to blow my mind with that shit before i watched this.
That's brilliant. Thanks for the inspiration!
Also thank you for the nice comment. You are very welcome!
Thank you Silverwing. You are the best! Keep sharing your knowledge.
Finally!!!!!’……I had been asking for this since 2017!
Oh boy. Sorry it took so long 😇
@@SilverwingVFX I never stop believing brother!, respect 💪
I've always wanted to know this!!! Huge thanks
Thank you very much for your super nice comment. Much appreciated!
Another masterclass!! I was using octane scatter for that kind of stuff and always have that scatter problem! Now lets use cloner instead :D
Thanks men!
As I vaguely remember, Cloner (Render instance) is still less efficient than Octane Scatter. I could be wrong tho! I'm sure Raphael knows the correct answer.
Thank you so much 🙏
Octane Scatter is the most performant with lots of clones. But you can choose a Cloner with Multi Instances to come closer to it.
Its a "choose your poison" situation I guess. Best would be an Octane Scatter that would work with moving meshes, and has e.g. Poisson Disc distribution.
@@SilverwingVFX Aha! Good to know my brain can still remember something.
Perfect tutorial, thank you Raphael!
thank you legend!!! wonderful info once again
Thank you very much.
Thank you so much for all the videos! These are amazing tips.
Thank you very mich. Great to hear you enjoy them!
Great Tutorial Sir i am big fan of your work. please keep it up God Bless you😇
Hey, thanks a lot. Appreciate that you like the content. Cheers and have an awesome Day!
I've been waiting for this for so long 😍
😇 It finally has arrived ☺
Another great quick tip! Keep up the good work.
Thank you so much for this tutorial 😍🙏🏻
My pleasure!
Great tutorial, very clear explaination ! Thanks a lot :D
Hey, thank you very much Rimey. Glad you found it useful!
Thank you so much ! Amazing
Thank you. Glad you like it!
Wow Great tutorial Raphael! I will explore this method using Redshift! Thanks again for sharing your knowledge! Mine you I have OTOY installed as well but use RS more, will do something simple in RS and post my outcome.... Thanks again!
Hey there Manuel, thank you very much for your nice comment.
Should be no problem in RS as well. In the "old" material there is "Back-Lighting / Translucency". In the new "Standard Surface" its a bit hidden. You need to turn on Thin walled and then slide up the SSS slider. In RS Energy Distribution works differently. If you put both sliders to 1, the distribution is Diffuse to Translucency is 50/50 So the diffuse does not have priority like in Octane.
i was wondering if it was possible to use substance anchor points in correspondence to the improved vertex map support in octane to achieve a "wiped dust look." do you think thats possible?
Congratulations! 8,000 subscribers have already discovered this amazing channel~🤣
Not sure if sarcastic. But thank you very much!
@@SilverwingVFX Sorry I'm not a native English speaker, I just wanted to say that these tutorials you produce are really masterful~
@@zemengwang3091 Hey, no need to be sorry at all. I am very glad you like the content 🙏
Cheers and an awesome Day to you!
Superb tutorial!
I'm sorry for asking here, but how do you mitigate the Octane denoiser clean effect on surfaces with fine details?
I'm doing animations and I can't render without denoiser. Increasing resolution is not an option for me.
Thank you.
Hey thank you very much.
Unfortunately I can´t really help you there as I never use denoising. well not in Octane at least. Usually I use Neat Video in Comp. But I render my animations to a point where they are barely noisy usually.
One Idea would be to render both denoised and beauty and then render masks (AOV-Passes) for the details you want to preserve and use those as mask between the denoised layer and the original beauty.
@@SilverwingVFX Thank you.
Great tutorial, sharing lots of insights and tipps on several steps during production.
This format hits a great middle ground between a quick tip produced with minimal context and a full fledged empty scene to final render tutorial.
Personally I prefer your format and quicktips, but this might also be due to me having some experience with #C4D and #Octane already, albeit not as deep as you ;-)
Hey, thank you very much for your feedback.
Yeah its a bit of a odd mix. I sort of assume that people know C4D and Octane basics.
But the tuts themselves are not that high end either. As you said its more or less production practices. Hopefully there are more like you that enjoy them!
@@SilverwingVFX similar to life, a mix of different flavours creates are richer experience. Therefore I think it is good that you do try and produce different formats. Also as the target audience has a diverse taste and different topics are better suited for different formats a mix also makes sense from that perspective.
Regardless of that it is just nice to see and hear new stuff from you :)
Awesome tutorial, Is there a way to clone dust onto an object with a displacement texture?
Thank you very much.
Its a bit finnicky but there is. You could use the texture you use for the displacement also in a texture field of a plain effector. You have to make sure you move the objects in the right direction (normal of the object) and also to the right amount. If you do so the dust will match up with the displacement.
@@SilverwingVFX🙏
@@chickenkombo P.s. I just checked the setup. You can simply use a texture effector instead of a plain + texture field. That is more simple and should get the job done as well.
@@SilverwingVFX Rad, this is super helpful, thanks for the feedback. 🎉
Another amazing video! On one of your photos there was a spider's web.. Any chance to make a tutorial also for this one?
Hey George, I actually did a tut on cob webs once. Not full spider webs though...
Its somewhere around the middle of the video:
ua-cam.com/video/evfZaX-mULc/v-deo.html
I am sure that nowadays with the new dynamics there are more possibilities to do this even simpler (more easy setup)
Maybe I will have a look at spiderwebs again in the future!
@@SilverwingVFX wow I wasnt aware about this presentation.. Would be great to see an updated version of this one if your time and mood allows of course :)
danke dafür :) Ich musste nur 1x danach fragen
Ha ha nice 🙌
Oh no! What have you done? Hairy renders incoming!! Jk :)
From this point websites are gon be flooded with dusty renders. Prepare the vacuum cleaners!
Ha ha ha. I had to genuinely laugh about your comment. Lets see what happens. I am ready *Dyson charged and handy*
Ugh. Why now: should I watch this or HotD? :)
Go watch HotD. It probably has more production value 😇😅