I recently found your channel and I never felt so "stupid" before 😅 There's so much little things with Octane that you don't see anyone talk about and here you are giving away all this amazing info for free. Super interesting as always. Would definitely like to see you talk about lighting this scene 🙂
Your classes are incredible, thank you very much for your precious time and shared knowledge, I look forward to the opportunity to continue on the ilmination of these beautiful scenes.
Thank you very much for your kind words. I appreciate them. I think I have heard enough requests to do the lighting part this Sunday. This won´t be as nerdy and in depth as this shading part though.
This is a gold mine of information. I'm learning a lot of new, in-depth information here. Animations explaining the effects are a huge help too! Thanks a lot!
Thank you for doing this research and teaching us! I think it's so helpfull when you explain the real physics behind it all! This is so important to better understand and get more out of a render engine. That's why I really like your video's! Every single time I learn something new! Thank you!
That was the first ever in-depth explanation of the Diamond material I have ever seen. All of your tuts be it long or short always have a surprising revelation and information. I have been working with Jewellery shading for quite a while now and this was very informative. I would love to see a class on lighting diamonds in a studio setup and a lifestyle setting if possible. Also can you shed some light on the compositing part where we can show glints and sparkle of the diamonds in compositing as I have always found it difficult to get that effect in render time always.
Thanks so much for your long comment! Great to hear you can take something away from my content. I guess putting everything of your suggestions in my new video would be a bit too much. But yes compositing is a very important part of getting a good well rounded result. I will try to include it 🙌
The content quality on this channel is insane! It would be interesting to know your workflow on lighting and compositing because your final renders look too beautiful and real!
Thank you very much for your great comment and your vote! The lighting is astonishingly simple. Depth of Field and Bokeh took quite some compute power though 😁
Damnnn the amount of intricate details is so incredible to watch. Kudo's to you Raphael. Now, I'm curious on how would you tackle an accurate camera lens distortion map (anamorphic or prime lenses) in octane without rendering an overscan
Thank you very much 🙏 Obviously you could shoot through real lens elements. There´s an amazing video by Jeremy Cox ruclips.net/video/y8mKtNCq5CI/видео.html&t But that would add a whole lot of render time and other inconveniences as a lot of passes not working because of the geometry right in front of the lens. Until now I just changed the DOF aspect to simulate an Anamorphic lens. But I am not sure if that´s totally correct. I definitely would have to think about it more 😁
Thank you. Noted your vote. I think I have heard enough requests to do the lighting part this Sunday. This won´t be as nerdy and in depth as this shading part though.
Great information as always! I would love to know more about your thoughts whilst shading and lighting liquids in the future. I feel like they always looks incredibly photorealistic in your examples so I was wondering if u had a specific thought process you’d usually follow. I see how everything from real life scaling, correct ray epsilon, nested dialectics to correct IOR and dispersion always matter. But maybe you have even more tricks up your sleeve regarding volumes that you haven’t mentioned previously? Keep up the great work and inspiring content!
Hey Loh and thank you very much for your comment! This knowledge is universally applicable. So no matter if Arnold, Cycles, Redshift etc. If the renderer does support Dispersion or Abbe etc. then it can be set there. I think the shifted dispersion is a Octane specialty though. Usually this is centered like octanes Abbe values and the main IOR does not have to be recalculated. Hope that helps 🙌
Thank you Aaron. Since I render with Octane I almost always rendered my DOF. In cases where its very hard to clean up I render a Z-Depth pass to blur the DOF a bit (so I put DOF on the DOF) but usually it works well just with the render and a little denoise from Neat Video.
Incredible, AGAIN. Thank you. I was actually never that into caustics materials due to high render time and a bit complex setup for desired result. But this helps A LOT! Do you usually use Photon tracing or PT for rendering?
Thank you very much for your comment. PT vs Photon Tracing: It depends what I am rendering. I mostly use PathTracing. Only when I explicitely need to render strong complex caustics I switch to Photon Tracing. The Photon Tracing kernel is a bit finnicky still. Not so great for larger scenes and some situations. I hope they make it more stable in the future!
@@SilverwingVFX Thank you! I actually tested Photon tracing with dynamics using your diamond model. It renders a bit awkward I think. Not so reliable, as it seems. And long render time, even on 4090. Also, Path tracing is much quicker and seems more reliable for larger scenes as you mentioned.
@@vladasimovic2732 Yeah exactly. With photon tracing you really have to know what you are doing and there are a lot of extra photon settings to tweak when rendering. A good way to think about it is that Photon Tracing is just Path Tracing with Photons on top for the areas where you allow caustics. And the photons are always calculated. So there is always an overhead (longer render time) compared to path tracing. Also really important to know is that photon tracing will not give you any benefits with reflections / refractions / brilliance of your render! They are just there for making eventual caustics visible on diffuse or partly diffuse surfaces.
Great nuggets of info as always! Question; I'm not really seeing the standard surface of Octane really being used anywhere else yet. Would you say it still needs work, is it better than the universal material? Is it faster? What is the advantage of the standard surface as opposed to the universal material?
The only obvious advantage is that Users of the RS and Arnold Std Material will feel at home. It´s not faster (to my knowledge) or better then other materials. It uses energy preserving GGX all the time (but you can´t set any other BSDFs) This material was introduced so in the future people can switch renderers on the fly and maintain the same materials. 'Mostly this is done for the RNDR network.
hey silver thanks for the master tip i was wondering how artpix jewerly create his jewelry sparkle sins is the most important thing in jewelry visualization
Thank you very much. I could cover that in an extra quick tip. In essence the smaller the light source the more sparkle. So 2 strong small light sources create a lot of sparkle. But also long render times unfortunately so it always a balancing act. In your renders this manifests in very bright spots. If you use 32bit (or 16bit float) EXRs to bring the file over to compositing, you can take advantage of those super bright spots by using glow / glints on the image. (Or just use octane post effects)
It´s a culminations of information. Some of it I learned by a guy in the Octane forums. I definitely should have shouted him out. Ricardo Rodrigues is his name. He cares a lot about correct refractions!
@@SilverwingVFX So nice ! It's perfect because i'm working on documentary about minerals so just in time ;) Do you know if it's possible to make bi refringrance ? Like calcite ?
i love your content . you are the beeest🥰
Thank you very much. Super cool to hear that!
I recently found your channel and I never felt so "stupid" before 😅 There's so much little things with Octane that you don't see anyone talk about and here you are giving away all this amazing info for free. Super interesting as always. Would definitely like to see you talk about lighting this scene 🙂
Thank you, but please never feel stupid. Appreciate that you like my channel and the content 🙌
Love this! Thanks for the deep dive into Abbe values and dispersion!
Oh, super nice seeing you so often here. Very much appreciated!
the information you bless us with is priceless. thank you for sharing
Hey Bulba. Thank you very much for your support and always commenting. Means a lot!
Thank you sir and yes to the lighting vote 👍
Hey, nice seeing you here again. Your vote is noted :-)
Your classes are incredible, thank you very much for your precious time and shared knowledge, I look forward to the opportunity to continue on the ilmination of these beautiful scenes.
Thank you very much for your kind words. I appreciate them. I think I have heard enough requests to do the lighting part this Sunday.
This won´t be as nerdy and in depth as this shading part though.
This is a gold mine of information. I'm learning a lot of new, in-depth information here. Animations explaining the effects are a huge help too! Thanks a lot!
Thank you very much four your comment. Most of it is probably not needed to be a good 3D artist. I just like that nerdy stuff! Ha ha ha.
Thank you for doing this research and teaching us! I think it's so helpfull when you explain the real physics behind it all! This is so important to better understand and get more out of a render engine. That's why I really like your video's! Every single time I learn something new! Thank you!
Thank you very much Zachary! So great to hear that. To many more great videos with the foundation of physics then :-)
Unique knowledge! Thank you so much for sharing!
My pleasure. Thank you very much for your nice comment!
It is a brilliant lecture Sir, you have explained the topic 100% thank you very much!
feeling like getting a degree after every your video))))))) thank you!!!
Ha ha ha. You have now a Silverwing degree of nerdism. Thank you very much for making it through the video!
Beautiful Diamonds (and Tutorial). Thanks Silverwing!
Thank you very much 🙏 🙌
That was the first ever in-depth explanation of the Diamond material I have ever seen. All of your tuts be it long or short always have a surprising revelation and information. I have been working with Jewellery shading for quite a while now and this was very informative. I would love to see a class on lighting diamonds in a studio setup and a lifestyle setting if possible. Also can you shed some light on the compositing part where we can show glints and sparkle of the diamonds in compositing as I have always found it difficult to get that effect in render time always.
Thanks so much for your long comment!
Great to hear you can take something away from my content.
I guess putting everything of your suggestions in my new video would be a bit too much. But yes compositing is a very important part of getting a good well rounded result. I will try to include it 🙌
Absolutely the most valuable octane channel on YT 🔥🔥🔥
Wow thanks so much for the compliment. Very happy to hear that 🙌
Thank you Raphael! 🖤 We want the lighting too🤘🏻
Would love to see a third tutorial in this series. Thanks for all the help.
Thank you. There will be a 3rd part. It´s just a lot of work. I hope I can finish it this weekend!
The final render in sooo beautiful! Well done!
Thank you Adrien.
Very much appreciated!
The content quality on this channel is insane! It would be interesting to know your workflow on lighting and compositing because your final renders look too beautiful and real!
Thank you very much for your great comment and your vote!
The lighting is astonishingly simple. Depth of Field and Bokeh took quite some compute power though 😁
Damnnn the amount of intricate details is so incredible to watch. Kudo's to you Raphael.
Now, I'm curious on how would you tackle an accurate camera lens distortion map (anamorphic or prime lenses) in octane without rendering an overscan
Thank you very much 🙏
Obviously you could shoot through real lens elements. There´s an amazing video by Jeremy Cox ruclips.net/video/y8mKtNCq5CI/видео.html&t But that would add a whole lot of render time and other inconveniences as a lot of passes not working because of the geometry right in front of the lens.
Until now I just changed the DOF aspect to simulate an Anamorphic lens. But I am not sure if that´s totally correct. I definitely would have to think about it more 😁
@@SilverwingVFX damn that video from Jeremy is so cool to watch but yeah it's not so production user-friendly.
Would love a third part about lighting! Great tutorial as always
Thank you very much and thank you for all your votes. I am happy to say that there will be a 3rd part this Sunday!
thank you again for the video. we are so spoiled
Thank you for your comment. Spoiled? I don´t understand 😆
Third part, yes please!
I am happy to say 3rd part will happen :-)
Definitely down for the lighting portion!! :)
Thank you. Noted your vote. I think I have heard enough requests to do the lighting part this Sunday.
This won´t be as nerdy and in depth as this shading part though.
I though it's a octane tutorial, turns out it's a physics and optics class
Ha ha ha. Thank you.... and sorry 😇
Great information as always!
I would love to know more about your thoughts whilst shading and lighting liquids in the future. I feel like they always looks incredibly photorealistic in your examples so I was wondering if u had a specific thought process you’d usually follow.
I see how everything from real life scaling, correct ray epsilon, nested dialectics to correct IOR and dispersion always matter. But maybe you have even more tricks up your sleeve regarding volumes that you haven’t mentioned previously?
Keep up the great work and inspiring content!
Just awesome, wondering if the same knowledge can be applied to Redshift.
Or is it Octane render specific tips and tricks?
Hey Loh and thank you very much for your comment!
This knowledge is universally applicable. So no matter if Arnold, Cycles, Redshift etc.
If the renderer does support Dispersion or Abbe etc. then it can be set there.
I think the shifted dispersion is a Octane specialty though. Usually this is centered like octanes Abbe values and the main IOR does not have to be recalculated.
Hope that helps 🙌
Wonderful video, thank you for sharing! Quick question - do you render the DOF in Octane, or output a Zdepth map to add DOF in post?
Thank you Aaron.
Since I render with Octane I almost always rendered my DOF. In cases where its very hard to clean up I render a Z-Depth pass to blur the DOF a bit (so I put DOF on the DOF) but usually it works well just with the render and a little denoise from Neat Video.
Would love a third part about lighting
I am happy to say I will produce the 3rd part tomorrow. It will probably go online about midnight CET.
Cheers and a great Weekend to you!
Incredible, AGAIN. Thank you. I was actually never that into caustics materials due to high render time and a bit complex setup for desired result. But this helps A LOT!
Do you usually use Photon tracing or PT for rendering?
Thank you very much for your comment.
PT vs Photon Tracing:
It depends what I am rendering. I mostly use PathTracing. Only when I explicitely need to render strong complex caustics I switch to Photon Tracing. The Photon Tracing kernel is a bit finnicky still. Not so great for larger scenes and some situations. I hope they make it more stable in the future!
@@SilverwingVFX Thank you! I actually tested Photon tracing with dynamics using your diamond model. It renders a bit awkward I think. Not so reliable, as it seems. And long render time, even on 4090. Also, Path tracing is much quicker and seems more reliable for larger scenes as you mentioned.
@@vladasimovic2732 Yeah exactly. With photon tracing you really have to know what you are doing and there are a lot of extra photon settings to tweak when rendering.
A good way to think about it is that Photon Tracing is just Path Tracing with Photons on top for the areas where you allow caustics. And the photons are always calculated. So there is always an overhead (longer render time) compared to path tracing.
Also really important to know is that photon tracing will not give you any benefits with reflections / refractions / brilliance of your render! They are just there for making eventual caustics visible on diffuse or partly diffuse surfaces.
@@SilverwingVFX Thanks, that is really great to know! There's another awesome tip 🙂
Lighting!
It's already out.... But be warned. Its a long one. 58 Min 😇
@@SilverwingVFX almost at the end now. lolol
@@Clemyfourtwenty 😆👍
Great nuggets of info as always!
Question; I'm not really seeing the standard surface of Octane really being used anywhere else yet. Would you say it still needs work, is it better than the universal material? Is it faster? What is the advantage of the standard surface as opposed to the universal material?
The only obvious advantage is that Users of the RS and Arnold Std Material will feel at home.
It´s not faster (to my knowledge) or better then other materials.
It uses energy preserving GGX all the time (but you can´t set any other BSDFs)
This material was introduced so in the future people can switch renderers on the fly and maintain the same materials.
'Mostly this is done for the RNDR network.
@@SilverwingVFX Ahh nice, good to know! Thanks!
hey silver thanks for the master tip i was wondering how artpix jewerly create his jewelry sparkle sins is the most important thing in jewelry visualization
Thank you very much.
I could cover that in an extra quick tip. In essence the smaller the light source the more sparkle. So 2 strong small light sources create a lot of sparkle. But also long render times unfortunately so it always a balancing act. In your renders this manifests in very bright spots. If you use 32bit (or 16bit float) EXRs to bring the file over to compositing, you can take advantage of those super bright spots by using glow / glints on the image. (Or just use octane post effects)
Yes i would love alighting tutorial
Thank you very much. I am pleased to say that the lighting one is already out there:
ruclips.net/video/5OprjOfq3fo/видео.html
I hope you enjoy 🙌
do the lighting, please!
Thank you for your vote 🙌
third part please
Thank you, duely noted 🙏
Wow ! How did you learnt that ?
It´s a culminations of information. Some of it I learned by a guy in the Octane forums. I definitely should have shouted him out. Ricardo Rodrigues is his name. He cares a lot about correct refractions!
@@SilverwingVFX So nice ! It's perfect because i'm working on documentary about minerals so just in time ;)
Do you know if it's possible to make bi refringrance ? Like calcite ?
Llighting Please!!
Noted 😉
Nerdy is great :)
Ha ha thanks. Glad to hear that!