But there's only one Image Texture, which is just the leaf, so why is it being applied so well? Why is it that when I download the fern model and texture from Quixel Bridge, it doesn't work properly
Do you use a different hdri for lighting and a different one for a background? In order to display the correct one through the glass you need to not only use a camera ray but also add a transmission ray, like this: www.dropbox.com/scl/fi/3robcly9laggapphsbuer/image_2024_08_06T05_22_51_428Z.png?rlkey=666e6j3osvu2kw43zyftb1ljj&dl=0
8:04 Can you please clarify how to add procedural textures in the extremely confusing Blender Texture Tab? I managed to add a non-dynamic cloud Texture to my Plane but can't seem to procedurally customize it like you did.
Hello, sorry to bother you but I have a project where I need vines, and I am going to make them into a billboard texture, do you think I can make a seamless vine after purchasing a good one model? Thanks you in advance & the projet look really good 🔥🔥
Thank you so much for this breakdown. Even though you have gone through the entire process very nicely! Can you please make a video only focusing on the "Natural transition from road to the ground"? The transition you have made looks so so so so beautiful and amazing. Please 🙏 make a video only on that topic and I'll be forever grateful to you❤
Volume scatter overall would be an better option but it depends on the situation, using volume scatter can provide more realistic result but it is heavier for rendering. In this particular scene using volume scatter would give pretty much same looking result as tinting it with diffuse color. You can always try both methods and see if is there a difference in result, if there is a significant one - you probably should use volume scatter, if not - you can use diffuse color.
Awesome quality work! I always love how life like is your vegetation and lighting. Most renders I see (specially the ones made by the studio where I work for) tend to use deep and or saturated green, making it look super fake. I'd love be part of your team!
I love this tutorial. Funnily enough, I was just playing around with your free house scene yesterday and was thinking "dang, their way of doing glass is really good", so I love seeing it explained like this. What's frustrating though is how it works in Cycles, when in Octane you get an amazing result from just using a specular material..
Amazing result! I'm watching it on a 16" 2K screen with 100% sRGB and color calibration and it is looking like a real life footage! It is so photorealistic that I don't see CG here at all (except a little bit of denoising artefacts on the left corner of the building)!!
The problem I have with octane is its compatibility with native blender add-ons, for example, I want to create stuff like this but when I use add-ons like G-scatter, the materials don't show up, I know you have your premade asset packs but for a noob like me, I just give up, did you purchase those assets?
I used to think a bit similar, but if you are a noob (like me) just learn to do everything by yourself first, don't use addons that make everything for you, when you understand how everything works, using addons just improve your workflow, instead of doing it for you, The quality Octane gives worth it, If I use addons or simple stuff like Quixel bridge, I just remake the material and that's it, is not that hard actually, the beginning is pain, I've been trough that but when i understood Octane damn, i'm never going back to cycles haha if you need help just answer this and I'd gladly help you with the basics of octane and how I deal with the lack of support of some addons
no, I bought that sheep from here : blendermarket.com/creators/vfxgrace?fbclid=IwZXh0bgNhZW0CMTAAAR0D4fpJ2oaBlk1vIV-_NcpEKu-bmVs534N0qgAl5ST42sjuNkjT-ISKEgA_aem_Acbf4ZQLkEhHhjp96VpXxt97Ey-J_n7typAWaochP2fUsaTehMDNOzbJv6nINTNkVUaLIEZ7bF9A6wj68OnxJT9t
do you have any idea how long octane will be free for blender? I'm having so much fun using it again after switching from cinema, but I'm afraid every day of my life :D
What im a bit baffped about is how the post peocessing pass actually adjusts when you turn off a lightgrouo. I was thinknthe post processing pass was a rendered image, but it looks like its being adjusted each time. But thats is weird because the render is already done.
The part where you stayed octane and cycles use different color management is not exactly true. Since blender started using Filmic, it also uses OCIO, same as octane
My old render had 4 channels I could use for environmental lighting. One emiiter, diffuse, reflection and refraction. Was very powerful to work with, super handy to control all 4 of those seperate s the 2 octane has