One of the most helpful tutorials I've seen in a while, bought the material pack and gonna study the shit out of it :) Even though I use Redshift, it'll be a good practise to recreate the materials from scratch in RS once I understand the theory behind it.
Oh man, its soo good the way you do video, straigth to the point, and very short intro. This is good content, youtube channel are getting anoying so many intro, and half of the video to marketing parners. Really good Andrey! Thanks for that!
Andrey I love your videos soooo much. You share brilliant pro quality teaching and your knowledge of the actual world of photography sets you apart. I come from being a professional photographer into the world of 3D and have used (in Blender) the color ramp node to drive the colour of planes which I place in my scene and power by emission shader, precisely in order to achieve the falloff which occurs on wine and other product bottles in the real world. When I see razor sharp lines on wine bottles I know I'm looking at the work of someone who doesn't really know how things work. I am 1 year into learning 3d now and absolutely love it! Precisely for the reasons you mentioned. There are no union contracted workers standing around doing nothing, and I can hang 5MW of lighting over my talent without expensive rigging, or power generation, or health and safety reps, in the 3D world. Thank you. On your advice I am looking into Octane Render right now. Have a great night!
Even without any type of light or HDR, the car headights already look crisp... I will never understand how you are able to achieve this. Even with +3 hours of tweaking, I am unable to understand the magic, even though I am playing with light objects and glass objected in conjunction... Awesome tutorial I would say, missing this tiny part!
I would like to know about your perspective on redshift aswell. Maybe you can make it a topic in a future video. Keep up the good work, i really like your vids!
I have requested many tutorial channels for a product animation short like you did with the car camera animation but no one even care to lesson please Andrey make a tutorial i love your work
"3 point lighting, where we would have our Key light, our fill light, and our hair light." That's most commonly called a RIM light in 3D, not hair light. Rim lighting has nothing to do with hair, it's about separating the object from the background by lighting the "Rim" or outline.
to be honest, the general lighting concepts are probably the same, taking notes from real world lighting setups and understanding why they're set up that way. As for renderer differences, sure there are some differences in the way they look right right out of the gate, but looking at Greyscale Gorilla and their tutorials and what they do with the C4D in-built renderers you'll find some resources that way; and their results are GOOD ruclips.net/video/M05wPtxTGGc/видео.html greyscalegorilla.com/tutorials/cinema-4d-basics/
I believe the "hair light" you refer to is called a "rim light". So it makes sense to say that with other things like the car as well. You might also just be referring to "backlight".
Да прибалты эти... тралалашки только свои... 😂 Интегрировать можно было бы, а вот время на это найти - нет. Это очень времязатратное мероприятие. Извиняйте
How to you approach the glass for the windshield and windows on the doors in Octane? My experience is that if you use a specular material, it warps the interior of the car like crazy. My only fix thus far has been to use a glossy material with the spec channel all the way up, and I turn the opacity way down...But it isn't super accurate, and takes a long time to solve in the render. Any suggestions?
As he explained in the video, to avoid strange specular behaviour your glass need to have thickness to be correctly calculated (cloth tool works fine to add thickness) also be careful with the normals.
Hello, I loved your videos and I tried to follow you. But can't I don't have Pc at home, (can't afford it). I teach 3d, and I have a PC in my institute, which is not have a good config so I stuck myself into technology handicap. Your theories I tried to follow but due to low practice and low tech, I didn't have time to advance. myself in VFX.
I have one question, how did you set up that lens flaring on the lights? When I add a light into my scene, it just lights my scene, but yours also had a blueish hue or flaring/glaring that appeared on the screen when you looked at the are lights…how did this work??
Is anyone here a blender user who uses octane? I NEED help using octane with blender. I’ve tried everything and I’m getting a grey viewport. If someone could skype me or something that’d be so dope
Yash Kadam I’m in my late 20’s... I’m a pretty decent artist.. which is why I’m so frustrated. The viewport is disgustingly slow and laggy, renders take wayyyyy too long and legit 2x slower than octane, and cycles is NOT photoreal. Idc what youtuber tells you it is, it isn’t. Octane and fstorm are probably the closest to photoreal considering octane in unbiased pathtracer
one of the reasons you get so many fireflies in octane is using light without a texture or as Andrey explained: "an even light". it can easily be solved by adding a falloff map to the distribution in C4d or 3ds max. it also happens when you use a HDRI with sharp lights and decreasing the "GI clamp" or "hotpixel Removal" doesn't help you to get rid of fireflies.
I love all of your videos the tips are so dope. like I always find something new when watching your tutorial, and you explained it all very clear. Thank you Andrey!
i was so confused with octane lights.. and in one video.. you helped me with everything i was confused about. could you also.. in future, if possible.. post some jewelry lighting tutorials..? like diamond/gold rings etc
I'm sorry if I'm late but this is caused by the built-in octane camera post-production features like bloom, glare and spectral shift. Very cool thing btw.
In your light settings you have options “affect diffuse, affect specular” etc. These are global. If you want to disable the light on a particular object then assign the light ID, then assign an object tag to the object you want to exclude from the lighting. In object layer tab change “use light pass mark” to “enable”, and uncheck the light ID that you assigned to your light. That’s it, now this object won’t receive this light. I should’ve shown this, but it’s heavy cheating techniques and I’m all about realism 😄
I have been saying this watching every single movies. . . They need to learn better lighting. . . Only with lighting and shadow one can achieve hyperreality. . . I still believe lighting and shadow need more upgrade. . .
Can you show us what your render settings are ? When you add a light it has this bloom that mine dont, is that from post processing or am i just using an outdated version of Octane ?
anyone who is a pro photographer or for film knows this stuff, i would always recommend people look at photography lighting techniques, ive seen people in 3D explaining it, but they usually only look at movie/film making but they can learn a lot from photography.
The glow is created by the bloom post effect. You can either activate it in the Post tab of your octane settings or if you're looking through an octane camera, in the post processing tab of your octane camera tag. Just click enable and crank up the bloom power.
Hi Andrey, great tutorial thanks! I have a quick question though: How does Glass Red Light, glass red bump, and glass red materials work? How do they interact and how do you set them up? Does the bump only go on a certain part of the brake lights or on the entire light? And do you just create an area light inside of the brake lights and apply that "glass red light" material to it? Or how does that work? I also can't get the falloff to work properly. I don't have those same settings as you do. I am using Octane PR13. It seems to have very little effect at all and just leaves me with that same white square. Thanks a lot! Great information, I'm a big fan now.
Hey Love your videos! No bullshit just facts. I am studying to become a surface modeler and I am working on my showing of technic! Can you point me in the right direction of learning to make a light up sequence of the headlights... bin looking for ages for one. Thanks a lot! Keep doing what you do!
Would it not be more realistic to use a gradient to control the lights shape rather than a fall off map? In real life a light source wouldn't change brightness or shape depending on your angle of view. Fall offs make much more sense in a shaders context.
Reflection does not change. Falloff reacts to what “sees” it in this mode. In case of reflection, reflecting object is static. Reflection is unchanged. You can use textures yes, you won’t get such reflections that easy though.
@@AndreyLebrov oh really? so the fall off shader in the lights texture slot behaves differently that it would in a shader network. Had no idea it did that its not in the documentation anywhere
One of the most helpful tutorials I've seen in a while, bought the material pack and gonna study the shit out of it :) Even though I use Redshift, it'll be a good practise to recreate the materials from scratch in RS once I understand the theory behind it.
Oh man, its soo good the way you do video, straigth to the point, and very short intro. This is good content, youtube channel are getting anoying so many intro, and half of the video to marketing parners. Really good Andrey! Thanks for that!
Andrey I love your videos soooo much. You share brilliant pro quality teaching and your knowledge of the actual world of photography sets you apart. I come from being a professional photographer into the world of 3D and have used (in Blender) the color ramp node to drive the colour of planes which I place in my scene and power by emission shader, precisely in order to achieve the falloff which occurs on wine and other product bottles in the real world. When I see razor sharp lines on wine bottles I know I'm looking at the work of someone who doesn't really know how things work. I am 1 year into learning 3d now and absolutely love it! Precisely for the reasons you mentioned. There are no union contracted workers standing around doing nothing, and I can hang 5MW of lighting over my talent without expensive rigging, or power generation, or health and safety reps, in the 3D world. Thank you. On your advice I am looking into Octane Render right now. Have a great night!
The only RUclipsr where I literally take notes, lol.
Wonderful job Mr Andrey....you are a good teacher....we learn new things everyday with you just go ahead
Even without any type of light or HDR, the car headights already look crisp... I will never understand how you are able to achieve this. Even with +3 hours of tweaking, I am unable to understand the magic, even though I am playing with light objects and glass objected in conjunction... Awesome tutorial I would say, missing this tiny part!
Thank you so much for making these videos Andrey! I wish you the best
The tutorial that explains a lot! Thanks for your work
Really helpful man ! Keep on doing similar stuff please !
thanks man you are a great teacher
Much important video
great tutorial
Hey Andrey - long time subscriber.
I see you use Octane a lot, have you used Redshift at all? I am trying to decide between the 2.
I would like to know about your perspective on redshift aswell. Maybe you can make it a topic in a future video. Keep up the good work, i really like your vids!
Very Cool!
I have requested many tutorial channels for a product animation short like you did with the car camera animation but no one even care to lesson please Andrey make a tutorial i love your work
thank a lot for this video
You do amazing work. :D
Can you do some videos on redshift with c4d?
Did u model the car? Can you convert vray models/material for octane?
I am also very curious
Спасибо. Paldies.
"3 point lighting, where we would have our Key light, our fill light, and our hair light."
That's most commonly called a RIM light in 3D, not hair light. Rim lighting has nothing to do with hair, it's about separating the object from the background by lighting the "Rim" or outline.
Would you consider doing this on basic C4D? I can't afford Octane.
to be honest, the general lighting concepts are probably the same, taking notes from real world lighting setups and understanding why they're set up that way.
As for renderer differences, sure there are some differences in the way they look right right out of the gate, but looking at Greyscale Gorilla and their tutorials and what they do with the C4D in-built renderers you'll find some resources that way; and their results are GOOD
ruclips.net/video/M05wPtxTGGc/видео.html
greyscalegorilla.com/tutorials/cinema-4d-basics/
Thanks Andrey!
I learn something everytime.
I believe the "hair light" you refer to is called a "rim light". So it makes sense to say that with other things like the car as well. You might also just be referring to "backlight".
those flares look really badass! are you playing with some camera settings?
In camera settings, postproduction, there you can enable bloom and glares
You should try Unreal Engine 4 I bet you'd be surprised how your lighting will look
I refer back to this every 6 months, you really cover everything here.
Скажи пожалуйста,а русские субтитры на твои видео никак нельзя было бы интегрировать?)
плюсплюсплюс
Попробуйте включить перевод субтитров, хоть как-то поможет
Автор из прибалтийской страны. Он не говорит по русски
Да прибалты эти... тралалашки только свои... 😂
Интегрировать можно было бы, а вот время на это найти - нет. Это очень времязатратное мероприятие. Извиняйте
А смысл? Все технологии на англише, учите и будет вам профит
Andrey, the tiny cc links you're using here are broken and are taking me to a dating website. Thx for the video
As real real world cinematographer you made me laugh, " the best cheat in the history of human kind".
Anyone who had the Selfy project file purchases? Had them but lost the hard drive anad checking back the links the store was deleted.
How to you approach the glass for the windshield and windows on the doors in Octane? My experience is that if you use a specular material, it warps the interior of the car like crazy. My only fix thus far has been to use a glossy material with the spec channel all the way up, and I turn the opacity way down...But it isn't super accurate, and takes a long time to solve in the render. Any suggestions?
As he explained in the video, to avoid strange specular behaviour your glass need to have thickness to be correctly calculated (cloth tool works fine to add thickness) also be careful with the normals.
That worked perfectly!
Hello, I loved your videos and I tried to follow you. But can't I don't have Pc at home, (can't afford it).
I teach 3d, and I have a PC in my institute, which is not have a good config so I stuck myself into technology handicap. Your theories I tried to follow but due to low practice and low tech, I didn't have time to advance.
myself in VFX.
I have one question, how did you set up that lens flaring on the lights? When I add a light into my scene, it just lights my scene, but yours also had a blueish hue or flaring/glaring that appeared on the screen when you looked at the are lights…how did this work??
Is anyone here a blender user who uses octane? I NEED help using octane with blender. I’ve tried everything and I’m getting a grey viewport. If someone could skype me or something that’d be so dope
*Me:* Cinema 4D don't freeze
*Cinema 4D:* I never freeze
I can't say the same about Blender....RIP my life
Yash Kadam for real... blender was made for 12 year olds
@@mrfeathers3938 lol, although I think most blender users are much older and great artists.....
Yash Kadam I’m in my late 20’s... I’m a pretty decent artist.. which is why I’m so frustrated. The viewport is disgustingly slow and laggy, renders take wayyyyy too long and legit 2x slower than octane, and cycles is NOT photoreal. Idc what youtuber tells you it is, it isn’t. Octane and fstorm are probably the closest to photoreal considering octane in unbiased pathtracer
@@mrfeathers3938 I can understand.... My best wishes with you brother....
Very cool, can't believe Octane doesnt have area light spread controls, what year is it? (redshiftredshiftredshiftredshiftredshift)
Maybe many peoples will not agree with me BUT Keyshot from Luxion is much much better.
so you thinkign of releasing the project file for the vovlo ad? not with the car model, jsut hte lighting studio? will buy!
How is it that your lights have a "streaking" effect - as if your highlights have a promist filter. What is going on there??
Just post effects enabled in camera tag. 1 ray and spectral shift :)
Thanks for this epic tutorial. 5£ from me with love.
Great info. Slick videos. Cool accent. Just subscribed. Keep at it!
You are doing an amazing job sir, keep it up.
Why can't I ever get a true white light? It's always some sort of blue no matter what I do.
i try to buy the pack but i got this massege. "All sellers restricted. None"
Андрей, привет, скажи, как купить пак текстур (сцена с вольво), но не через paypal, а просто по карте? У нас тут трудности с paypal.
1:38 Fantastic Backlight!
Post oder did you render it like that? Im finding it nearly impossible to render a nice realistic backlight in VrayC4d.
Car Related Shaders Pack for C4D Octane V4.05-R7?
Thanks for this tutorial Andrey, but to be honest I haven’t understand how falloff vs eye ray could be physical correct....
спасибо ))) взял фишки на вооружение)) но про Fog мало что сказано) но все равно спасибо))
please suggest best online tutorial course for cinema4D for arch viz
one of the reasons you get so many fireflies in octane is using light without a texture or as Andrey explained: "an even light".
it can easily be solved by adding a falloff map to the distribution in C4d or 3ds max.
it also happens when you use a HDRI with sharp lights and decreasing the "GI clamp" or "hotpixel Removal" doesn't help you to get rid of fireflies.
nice tips
how did you get this light effect while adding lights? 3:04 ( lik a dispersion idk lol )
your explanation is marvalous which workstation laptop you used for it
I love all of your videos the tips are so dope. like I always find something new when watching your tutorial, and you explained it all very clear. Thank you Andrey!
Amazing! I used to always just default to hdri and leave it alone and maybe add some fill lights but this is really cool.
i was so confused with octane lights.. and in one video.. you helped me with everything i was confused about.
could you also.. in future, if possible.. post some jewelry lighting tutorials..? like diamond/gold rings etc
A new video woooo!!!! Love your work, man! I'd like to see you try out Blender some time and hear what you think of it.
You look so depressed in all videos mannn!
Good thing it’s not an entertainment channel then 😄
@@AndreyLebrov 🤣🤣
hi bro i use c4d r 19 can octance available for 19 to 21 version free
Thanks for the video! Where did you buy the car?
how do you get that anomorphic style look when your lights were visible on the car?
...yes, I'd also love to know
Best ticher
Why no one makes tires more flat on the bottom? it has no sense of weight
15:43 What is the bluish/greenish/redish haze coming from the light? Is that something to do with bloom or camera imager?
I'm sorry if I'm late but this is caused by the built-in octane camera post-production features like bloom, glare and spectral shift. Very cool thing btw.
I buy your material car,..but i think some of texture is missing,..like texture for disk brake,..hope you can fix it,...thanks
The only texture missing is tyre pattern and it’s stated in images in description :) brake disk is procedural, there are no textures
Please try the new blender and give out your opinion
That (lens) flare in the octane live viewer, when you created the light...?!
How did you set it up to look like this? It's gorgeous!!
In camera post production, theres a option named spectral intensity and spectral shift.
ah wow just learned a lot11111111111111111111!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
i'm russian, and i see russian man on english language, lol
Holy shit I just learned a lot.
Thank you, man! Great video again!
were did u model this car? Alias?
Pls any crack octane for c4d r21
Cooooooollllll!!!! 👏👏👏
Informative as F*ck 🔥
Sir - your GPUs are overheating
I like your personality bro 💯💚
when i see your face, i know you are a pro
But is it possible to make a Light affect an object but not the rest? Like in Arnold or Redshift with the "exclude" parameter
In your light settings you have options “affect diffuse, affect specular” etc. These are global.
If you want to disable the light on a particular object then assign the light ID, then assign an object tag to the object you want to exclude from the lighting. In object layer tab change “use light pass mark” to “enable”, and uncheck the light ID that you assigned to your light. That’s it, now this object won’t receive this light.
I should’ve shown this, but it’s heavy cheating techniques and I’m all about realism 😄
@@AndreyLebrov Thank you! finally it's possible, at Octane 3.07 or so it wasnt possible to make this god haha
Is that a jar of fire flies behind you? Regardless of what it is where can I get one of those?
ruclips.net/video/jwNHt6RZ1Xk/видео.html 😉
Please share how ur logo animation done
I have been saying this watching every single movies. . . They need to learn better lighting. . . Only with lighting and shadow one can achieve hyperreality. . . I still believe lighting and shadow need more upgrade. . .
Best channel on youtube! ✌🏻
StudioOff True 😍
very good tutorial , thanks
Can you show us what your render settings are ? When you add a light it has this bloom that mine dont, is that from post processing or am i just using an outdated version of Octane ?
Just post processing tab in your camera settings
@@AndreyLebrov thanks for the quick response :) your videos are very high quality content thanks for doing them
im a big fannnnnnn
Thanks for the information
anyone who is a pro photographer or for film knows this stuff, i would always recommend people look at photography lighting techniques, ive seen people in 3D explaining it, but they usually only look at movie/film making but they can learn a lot from photography.
The most useful lighting tips video, thank you. :)
16:20 Why does he light just have this glow? How can I do this?
The glow is created by the bloom post effect. You can either activate it in the Post tab of your octane settings or if you're looking through an octane camera, in the post processing tab of your octane camera tag. Just click enable and crank up the bloom power.
@@victorheckle5884 THaaannkss, OMG, u saved my life :OOOOOO
Hi Andrey, great tutorial thanks! I have a quick question though: How does Glass Red Light, glass red bump, and glass red materials work? How do they interact and how do you set them up? Does the bump only go on a certain part of the brake lights or on the entire light? And do you just create an area light inside of the brake lights and apply that "glass red light" material to it? Or how does that work?
I also can't get the falloff to work properly. I don't have those same settings as you do. I am using Octane PR13. It seems to have very little effect at all and just leaves me with that same white square.
Thanks a lot! Great information, I'm a big fan now.
Did you figure this out?
Hey Love your videos! No bullshit just facts.
I am studying to become a surface modeler and I am working on my showing of technic! Can you point me in the right direction of learning to make a light up sequence of the headlights... bin looking for ages for one.
Thanks a lot! Keep doing what you do!
Можно пожалуйста видео на русском?
Would it not be more realistic to use a gradient to control the lights shape rather than a fall off map? In real life a light source wouldn't change brightness or shape depending on your angle of view.
Fall offs make much more sense in a shaders context.
Reflection does not change. Falloff reacts to what “sees” it in this mode. In case of reflection, reflecting object is static. Reflection is unchanged. You can use textures yes, you won’t get such reflections that easy though.
@@AndreyLebrov oh really? so the fall off shader in the lights texture slot behaves differently that it would in a shader network. Had no idea it did that its not in the documentation anywhere
Don’t think it’s any different, it’s just different use context )
wonderful lighting effect right there, you are an inspiration, THE LORD JESUS CHRIST continue to bless and uphold you, AMEN!
Youre the master of this .. bro .. i watched..a few videos.. you really know what you are doing.. its decent to watch .. thanks
Hello, Really like your video, may I know, how could you make the brake disc's chrome brush texture dispay in cycle not in verticale way? Thx a lot
Wooow. So much good stuff. The spotlight fog part! Thank you.
love your videos! lightning has always been an issue in my scenes. Big thanks for this amazing video!