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!
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.
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.
@@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 :)
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.
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)
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 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.
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
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);
@@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!
@@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
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
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?
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
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
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.
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?
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.
@@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
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!
You're absolutely welcome brother!
Flamed maple would be pretty epic too!
So epic, I was actually trying to make those flamed styles but couldn't get that unique striation just right
@@NewPlastic I think you can do it :)
Another one for the collection. Keep them coming bro.
I got you
You re such a legend bruh...
:> :>
You have no idea how much I love your tutorials, they have been really informative, thanks!
Next level!
Damn bro I miss you
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.
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.
@@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 :)
for the win, keep it bruv
My guy!
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.
That's amazing, happy to hear that
As always, amazing!
My pleasure
crazy stuff
Gold
This is dope, Thanks bro!
You got it man
Thanks man! Great tuts! Learning so much!
Thanks a lot.
Keep up these videos and take my money!
wow men!! tyy
My pleasure dood
You could probably make some sick Damascus steel with just a few tweaks to this method?
Dude hell fuckin yes!! I'm so gonna do this
@@NewPlastic Dope!! Excited for it
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.
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)
Love you!
Love you too!
Very cool! Can I achieve this with Redshift?
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.
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.
@@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.
Thanks a lot for sharing great job i have wish i do work same like you doing.
Master of noizzze
Love it! lol
Yes bro, hit em with the king shit.
We on that sultan vibe
thank you woe
I got you fam
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
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);
@@Boldalt Oh damn that's dope! Good to know.
@@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!
@@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
@@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);
Hey I know you primarily use octane, but are the chances of you doing a redshift version
In the future, I'm sure! I do want to.
@@NewPlastic I'm looking forward to it, love your channel keep it up 💪🏾
@@NewPlastic Please!!! :D
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
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?
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
What abaut UVs?
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
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.
Hi there !!Maybe you can help me I can't see the material, it's only in black 😬 I bought from your page
How to rotate a texture OSL ?
god bless you
Hello, you have been away for a while. All good ?
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!
@@NewPlastic Many Good Prayers for your Health. Get well soon.
Not all plastic, he makes wood as well
aye wood is the new plastic
OK. What the F. That is insane. I now have weekend plans!
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?
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.
@@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