Cinema 4D Tutorial - Procedural Wood (Octane)

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  • Опубликовано: 18 янв 2025

Комментарии • 79

  • @Ement
    @Ement 3 года назад +10

    ok dude, started watching your videos when you released the realistic human skin about 8 months ago and it's not the only helpful tutorial. Each video is amazing, thank you!

    • @NewPlastic
      @NewPlastic  3 года назад

      You're absolutely welcome brother!

  • @OctaveZangs
    @OctaveZangs 3 года назад +1

    Flamed maple would be pretty epic too!

    • @NewPlastic
      @NewPlastic  3 года назад

      So epic, I was actually trying to make those flamed styles but couldn't get that unique striation just right

    • @OctaveZangs
      @OctaveZangs 3 года назад

      @@NewPlastic I think you can do it :)

  • @shadowfallenable
    @shadowfallenable 3 года назад +3

    Another one for the collection. Keep them coming bro.

  • @sidlake5954
    @sidlake5954 3 года назад +1

    You re such a legend bruh...

  • @Ineedanameasap
    @Ineedanameasap 3 года назад

    You have no idea how much I love your tutorials, they have been really informative, thanks!

  • @sidework1
    @sidework1 3 года назад +2

    Next level!

  • @henco363
    @henco363 3 года назад +5

    Your content is next level! I love the procedural material series your doing. Can you please maybe do a video on lighting sometime, you make it look so easy but I never manage to get that nice look of the materials and I've seen that without good lighting the renders just look flat.

    • @NewPlastic
      @NewPlastic  3 года назад +3

      I did start developing the ideas for a lighting tutorial series. It's a thick one so it's hard for me to develop it quickly. But I promise it's in the making.

    • @henco363
      @henco363 3 года назад +1

      @@NewPlastic Thank you so much! I am super excited for it and can't wait to see your approach to it. Take all the time you need to produce yet another high quality super informative tutorial :)

  • @babysteps1
    @babysteps1 3 года назад +1

    for the win, keep it bruv

  • @angushume2054
    @angushume2054 3 года назад +1

    That’s a great overview. Modo has a similar material built in but I’ve been looking for something similar I can use in octane. Really grateful you included those direct code tweaks. Your whole approach is something I will look at tweaking for the Modo version for more realism as well.

    • @NewPlastic
      @NewPlastic  3 года назад

      That's amazing, happy to hear that

  • @86harleys
    @86harleys 3 года назад +1

    As always, amazing!

  • @ahmadq9195
    @ahmadq9195 2 года назад +1

    crazy stuff

  • @denzel_mob1523
    @denzel_mob1523 8 месяцев назад

    Gold

  • @kml5053
    @kml5053 3 года назад +1

    This is dope, Thanks bro!

  • @sabirvolume583
    @sabirvolume583 3 года назад

    Thanks man! Great tuts! Learning so much!

  • @thomasdorval7339
    @thomasdorval7339 Год назад

    Thanks a lot.

  • @colinmoore1571
    @colinmoore1571 2 года назад

    Keep up these videos and take my money!

  • @luiszarzoza3762
    @luiszarzoza3762 3 года назад +1

    wow men!! tyy

  • @MRLosaren
    @MRLosaren 3 года назад +5

    You could probably make some sick Damascus steel with just a few tweaks to this method?

    • @NewPlastic
      @NewPlastic  3 года назад +1

      Dude hell fuckin yes!! I'm so gonna do this

    • @MRLosaren
      @MRLosaren 3 года назад

      @@NewPlastic Dope!! Excited for it

  • @ioandavies8423
    @ioandavies8423 2 года назад +2

    How do you rotate the texture on the model. I need to flip it 90 degrees so the end grain is on the ends rather than sides of my model.

    • @NewPlastic
      @NewPlastic  Год назад

      Great question, after you changed the projection to transform ("object", p) like I show in the beginning of the tutorial, just rotate the axis of your model (press L on you keyboard and then rotate, this will only rotate the axis without rotating the object)

  • @elena_bra
    @elena_bra 3 года назад +1

    Love you!

  • @bharat5194
    @bharat5194 2 года назад

    Very cool! Can I achieve this with Redshift?

  • @brandonblair6529
    @brandonblair6529 3 года назад +1

    Also you do a mix between soloing the actual node, and looking at the render passes in the live viewer? I never thought of editing materials using the pass system.

    • @NewPlastic
      @NewPlastic  3 года назад

      Yup! Definitely helps in certain places, like trying to figure out if the specular roughness is too strong or especially when trying to dial in SSS.

    • @brandonblair6529
      @brandonblair6529 3 года назад

      @@NewPlastic Ah yeah thats a heads up move right there, I am currently in redshift for another course but octane is my main renderer so its nice to know these things.

  • @yasirjaved6677
    @yasirjaved6677 3 года назад

    Thanks a lot for sharing great job i have wish i do work same like you doing.

  • @alexkid441
    @alexkid441 3 года назад +2

    Master of noizzze

  • @departed9282
    @departed9282 3 года назад +2

    Yes bro, hit em with the king shit.

    • @NewPlastic
      @NewPlastic  3 года назад +1

      We on that sultan vibe

  • @Vivavisuals3D
    @Vivavisuals3D Год назад +1

    thank you woe

  • @Boldalt
    @Boldalt 3 года назад +1

    This is pretty cool. How would you go about transforming the OSL? If i want to rotate the whole thing, so the rings are at the bottom of my object instead of the sides

    • @Boldalt
      @Boldalt 3 года назад +1

      I figured it out. You have to write some custom code adding the projection input:
      point proj = point(u, v, 0)
      [[string label = "Projection"]],
      Then you can change the point vector to:
      point Vector = (proj);

    • @NewPlastic
      @NewPlastic  3 года назад +1

      @@Boldalt Oh damn that's dope! Good to know.

    • @midnight0nion
      @midnight0nion 2 года назад +1

      @@Boldalt I'm a bit dense... Where in the code do you insert
      point proj = point(u, v, 0)
      [[string label = "Projection"]],
      I'm so naïve when it comes to OSL. Maybe someone could post the whole section of code that needs to be replaced? cheers!

    • @Boldalt
      @Boldalt 2 года назад +1

      @@midnight0nion Ah this is quite a while ago, so i don't remember exactly what i did. But i believe i just added it at the end of the code. Let me know if it works out for you

    • @Boldalt
      @Boldalt 2 года назад +2

      @@midnight0nion Alright i found an old project file. You have to write
      point proj = point(u, v, 0)
      [[string label = "Projection"]],
      inside the " surface oak " below all the // output floats.
      surface oak(
      color LightWood = color(0.5, 0.2, 0.067),
      color DarkWood = color(0.15, 0.077, 0.028),
      float Sharpness = 0.01[[float min=0,float max=1]],
      float Ringy = 1.0[[float min=0,float max=1]],
      float RingFreq = 8.0[[float min=0,float max=1000]],
      float RingUnevenness = 0.5[[float min=0,float max=1]],
      float RingNoise = 0.02[[float min=0,float max=1]],
      float RingNoiseFreq = 1.0[[float min=0,float max=1]],
      float Grainy = 1.0[[float min=0,float max=1]],
      float GrainFreq = 25.0[[float min=0,float max=100]],
      float TrunkWobble = 0.15[[float min=-10,float max=11]],
      float TrunkWobbleFreq = 0.025[[float min=0,float max=1]],
      float AngularWobble = 1.0[[float min=0,float max=25]],
      float AngularWobbleFreq = 1.5[[float min=0,float max=2]],
      output color Color = 0,
      // output float Specular = 0.1,
      //output float Roughness = 0.1,
      // output float Displacement = 0.0
      point proj = point(u, v, 0)
      [[string label = "Projection"]],
      )
      {
      point Vector = (proj);

  • @Planet_side
    @Planet_side 3 года назад +1

    Hey I know you primarily use octane, but are the chances of you doing a redshift version

    • @NewPlastic
      @NewPlastic  3 года назад +2

      In the future, I'm sure! I do want to.

    • @Planet_side
      @Planet_side 3 года назад

      @@NewPlastic I'm looking forward to it, love your channel keep it up 💪🏾

    • @JoeMayk3D
      @JoeMayk3D 3 года назад

      @@NewPlastic Please!!! :D

  • @cwy333
    @cwy333 3 года назад

    Hi, great tutorial, I followed along but have a question. Is there anyway for the shader to follow UVs. I want my material to run along a sweep spline. Thanks

  • @brandonblair6529
    @brandonblair6529 3 года назад +1

    Dope, its nice learning this way instead of just downloading a texture pack that you can only manipulate so far much more creative flexibility might be a little slower to set up but its worth the squeeze. How would you go about scaling this material for larger models vs smaller?

    • @NewPlastic
      @NewPlastic  3 года назад +1

      Yeah dude absolutely! It's only slower to set up because you're actually creating it so it's justpart of the creative process. But once you have it set up, you can always save it in your Asset Browser and you can pull it out anytime.
      As far as scaling, once you set the transform space to Object space, it just scaled with the object if im not mistaken.
      But let's put it this way:
      Larger objects = Higher frequencies & more rings

  • @РоманПримоленко
    @РоманПримоленко Год назад +1

    What abaut UVs?

    • @NewPlastic
      @NewPlastic  Год назад

      The way the code is constructed is that it's using global projection, some kind of Box or Triplaner. Becuase it's assuming it's a 1 piece wood which needs to have a very sepcific ring flows on different sides to match how wood actually is

  • @robmaric
    @robmaric 3 года назад

    Thanks for your amazing tutorial (and materials I bought from you!) Let's say I wanted to zoom in extremely close on the wood - is there any way for that to look natural? Currently zooming in gives me like a fractal effect rather than just the feeling of getting closer to it.

  • @Diegolassofilms
    @Diegolassofilms 3 года назад

    Hi there !!Maybe you can help me I can't see the material, it's only in black 😬 I bought from your page

  • @pierre9018
    @pierre9018 2 года назад

    How to rotate a texture OSL ?

  • @lucasschafer8323
    @lucasschafer8323 3 года назад +1

    god bless you

  • @talhazulqarnain2126
    @talhazulqarnain2126 2 года назад

    Hello, you have been away for a while. All good ?

    • @NewPlastic
      @NewPlastic  2 года назад +1

      Hey thank you for asking! I've been dealing with some health issues mainly, so I had to take a time off to take care of that. But I'm back!

    • @talhazulqarnain2126
      @talhazulqarnain2126 2 года назад

      @@NewPlastic Many Good Prayers for your Health. Get well soon.

  • @scribblezgfx
    @scribblezgfx 3 года назад +2

    Not all plastic, he makes wood as well

    • @NewPlastic
      @NewPlastic  3 года назад

      aye wood is the new plastic

  • @loicfreudiger6505
    @loicfreudiger6505 Год назад

    OK. What the F. That is insane. I now have weekend plans!

  • @alenlenia
    @alenlenia 3 года назад +2

    Its a shame that OTTOY charges so much money for renting or selling its product and doesn't Simply take the effort to simplify the user interface, at so many different levels.
    this entire OSL Interface for example is useless for most of us. do they really expect people to understand all these codeines?

    • @NewPlastic
      @NewPlastic  3 года назад +2

      Haha I feel you brother. OSL textures are not really an Octane thing, it's just a language for any 3D software. Octane simply allows you to implement the code IF you want to. Most people don't, because it's much more complex than the default nodes that were pre-simplified for us.
      I'm sure that Octane could have taken this OSL node and made it into an official "Wood Node" and made it simpler and more stable but my guess is that there isn't many requests for it so they don't bother spending time on it.
      Can't say I don't understand them, I'm sure there are SO MANY things for them to work on for upcoming updates and they have to pick and choose which things to focus on.
      As for price, I'm pretty sure Octane is the least expensive engine out there. You can literally start rendering by paying $20, which no other engine does.

    • @alenlenia
      @alenlenia 3 года назад

      @@NewPlastic well explained..i'm coming from Arnold to Octane, and that's why it makes me mad sometimes! things could be Much much simpler and tbh the entire multi texture layering workflow in octane still makes no sense to me!
      it's a great render engine but really lack some major improvement and changes in my idea