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Silverwing "Long" Tip: Octane Nested Dielectrics 

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Due to request I uploaded a basic version of the scene to Google Drive so you can play around with Nested Dielectrics and the Clipping Material:
drive.google.com/drive/folders/1AVSgbyWj2j3qyMFW59A0iDp2rsQZhqpL?usp=sharing
Hey there. Here´s a new very long "Quick Tip" ... more like a tutorial.
Something I was askes last week. If you have any suggestions or ideas of what I should be covering next, let me know in the comments.
Cheers and have fun creating!
00:00:00 Introduction
00:01:20 Real World Boundary Condition
00:01:50 Snell´s Law
00:04:30 What not to do
00:05:20 Before Nested Dielectrics
00:06:25 Nested Dielectrics Setup
00:07:45 3D Hands On Modeling
00:08:25 Glass Scene Overview
00:09:45 Setting Priorities
00:10:20 Creating Air Bubbles
00:12:00 Octane Clipping Material
00:15:20 Thanks
Hey there. Here´s a new very long "Quick Tip". Nore like a tutorial.
Something I was askes last week. If you have any suggestions or ideas of what I should be covering next, let me know in the comments.
Cheers and have fun creating!

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31 июл 2022

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Комментарии : 95   
@NicolasSeijas
@NicolasSeijas 15 дней назад
WEEKS struggling, trying to make an animated cross section of a product with booleans, and now i find this "octane clipping material". I hate my life, but thanks man.
@SilverwingVFX
@SilverwingVFX 14 дней назад
Thank you very much for your comment Nicolas. I know the pain wich boleans and cross sections! Though those also not always work with Octane as it struggles when you have intersecting poly walls (which often happens with more complicated CAD data of products. But other then that it's a great feature. Cheers and fingers crossed it works for your the next time you have an intersection task.
@DIGITALMEAT
@DIGITALMEAT 29 дней назад
Nice! I didn't even know the clipping material existed until watching this! I can already think of a bunch of uses for this!
@SilverwingVFX
@SilverwingVFX 27 дней назад
Ha nice, yeah, I did not know either for the longest time. But I do some round trips in Octane from time to time. I discover something new every time ha ha.
@andreas_resch
@andreas_resch 4 месяца назад
I came here for the glass rendering and learned about clipping materials - just what I needed. Cheers, mate. That's so helpful.
@SilverwingVFX
@SilverwingVFX 4 месяца назад
Super nice seeing you here Andreas. Great to hear that you basically had two for the price of one here ha ha. Cheers and thank you very much for your support. Much appreciated!
@volkerneuhaus565
@volkerneuhaus565 2 месяца назад
Man, as always, I learned so much about rendering and how the world works from your tutorial. Thank you so much for sharing your knowledge!
@SilverwingVFX
@SilverwingVFX 2 месяца назад
Thank you so much Volker. I really appreciate your compliments 🙌 To learning and discovering the world through different eyes 🤓
@oursonwelles
@oursonwelles Год назад
I'm "Ourson Welles" and I'm soooo happy you did this! Thank you so much :)
@hihihing7302
@hihihing7302 Год назад
I'm so happy with this tutorial. Thank you
@SilverwingVFX
@SilverwingVFX Год назад
Hi there. Thank you. I am happy that you are happy!
@LeRoiPapayou
@LeRoiPapayou 2 года назад
Very interesting thanks! I love the content you output those days. Keep on going!
@SilverwingVFX
@SilverwingVFX 2 года назад
Hey, thank you very much. I am planning to keep on going if time allows it 😊
@fgarciaish
@fgarciaish Год назад
Such a fantastic tutorial, Raphael. Thank you! You’ve been on quite a tear recently with all of these great Octane tips and it’s very much appreciated!
@SilverwingVFX
@SilverwingVFX Год назад
Thank you very much! Appreciate that you like them! I am trying to make a tutorial / quicktip every week right now, Next week I am on a small vacation so unfortunately no video there.
@fackerazo
@fackerazo Год назад
Thanks for this tutorial Raphael, full of knowledge and to the point, priceless 👌
@SilverwingVFX
@SilverwingVFX Год назад
Thank you very much. So nice to hear 🙏
@bulba1561
@bulba1561 Год назад
i seriously cant thank you enough for starting quick tips again
@SilverwingVFX
@SilverwingVFX Год назад
Thank you very much!
@kaofrank7364
@kaofrank7364 Год назад
this is the most valuable content i've ever seen about octane on yt.thanks for sharing!
@SilverwingVFX
@SilverwingVFX Год назад
Oooh, that is nice to hear. Thank you so much for your awesome comment!
@jamesconkle9158
@jamesconkle9158 Год назад
This was so helpful, thank you!
@zotake
@zotake Год назад
That is great! I asked a feel days ago to Cornelius on his stream about the priorities! Thank you!
@SilverwingVFX
@SilverwingVFX Год назад
Nice you found some additional information here 🙂
@mansujeon
@mansujeon Год назад
I want to say thank you from the bottom of my heart. In my country, you really can't find high quality tutorials like yours for free. I will study more and grow more while watching your tutorials and become the best motion grapher. And I feel the pleasure of sharing a lot of knowledge with people, and above all, I will always be grateful to you, and I promise to always be a good and powerful influencer like you.
@SilverwingVFX
@SilverwingVFX Год назад
Hey there and thank you so much. This is so nice reading this. So then all the best for your and a and to a great future as motion graphics artist! Cheers and an awesome Day to you ❤
@vfxskull6208
@vfxskull6208 8 месяцев назад
thank you! This is super useful even for someone who doesn't work with C4D and Octane
@SilverwingVFX
@SilverwingVFX 8 месяцев назад
Hey hey, super nice seeing you here. And even nicer that you like the tut 🙏🙌 Very much appreciate it 😊
@tabstabs90
@tabstabs90 2 года назад
Oh, thank you, Raphael!
@ThomvanVliet
@ThomvanVliet Год назад
Your diamonds video actually led me here and this was exactly what I need right now for a project in which a glass hand squeezes into a glass ball with intersections in the fingers.
@SilverwingVFX
@SilverwingVFX Год назад
Oh, this is super nice to hear. All the best for your project!
@itsknowone
@itsknowone Год назад
This is great! Thank you!
@leroy4052
@leroy4052 Год назад
Extremely helpful, thanks once again!
@SilverwingVFX
@SilverwingVFX Год назад
You are very welcome.
@NicolaPezzoli1990
@NicolaPezzoli1990 Год назад
Thank you very much! Great tutorial ;)
@impylse
@impylse Год назад
Thank you! Great vid!
@goranthoren5522
@goranthoren5522 Год назад
Excellent knowledge to share, thanks a lot!
@SilverwingVFX
@SilverwingVFX Год назад
Thank you very much! Glad you like it!
@user-ps6ds5ov2l
@user-ps6ds5ov2l Год назад
Very powerull!Thanks!
@SilverwingVFX
@SilverwingVFX Год назад
Thank you very much. Glad to heat that ✨
@dbmd_uk
@dbmd_uk Год назад
Great again! Thank you!
@SilverwingVFX
@SilverwingVFX Год назад
☺ Thank you very much again!
@artprasert6577
@artprasert6577 9 месяцев назад
Great tutorial ❤
@SilverwingVFX
@SilverwingVFX 9 месяцев назад
Thank you very much. Glad you liked it 🙌
@Clemyfourtwenty
@Clemyfourtwenty Год назад
I didn't know Air had an IOF of 1, thats cool. I'll do all my air bubbles like that for now on!
@SilverwingVFX
@SilverwingVFX Год назад
Hey and thanks a lot. Well I lied a bit... its 1.000293 or something like this. Vacuum has a IOR of 1. But that´s splitting hairs 😆
@user-ru9mf1iy1q
@user-ru9mf1iy1q Год назад
thank you, great tutorial!
@SilverwingVFX
@SilverwingVFX Год назад
Thank you. Happy you like it!
@rupaindo
@rupaindo Год назад
feels like in college, and who said motion don't go technical😂 thank you @SilverwingVFX
@SilverwingVFX
@SilverwingVFX Год назад
I really hope college was fun for you though 😇 I always have been more on the technical side though 😅
@fernandolardizabal458
@fernandolardizabal458 2 года назад
Thanks, Raphael! Octane doesn't like coplanar polygons... that simple. Even with clipping material, clipping will produce artifacts on coplanar surfaces. This is something to lookout on Octane - not sure if the same applies to other render engines. Additionally: Nested dielectrics won't solve coplanar polygons problem, there should always be an offset in or out ("in" in case of nested).
@SilverwingVFX
@SilverwingVFX Год назад
Yeah I tried to explain exactly that. Sorry if I didn't do a good job with it. Maybe I should have used the word "coplanar" 🙌 I think every Renderer struggles with it. Basically the renderer would have to know what the user wants to make give the proper outcome.
@fernandolardizabal458
@fernandolardizabal458 Год назад
@@SilverwingVFX Naaa... you did great! I wrote this comment before the video finished. I should have waited.
@SilverwingVFX
@SilverwingVFX Год назад
@@fernandolardizabal458 I´m relieved thank you 🙌
@charisbci7445
@charisbci7445 Год назад
thanks dude!!!!!
@SilverwingVFX
@SilverwingVFX Год назад
You are very welcome. Glad you like it 🙌
@charisbci7445
@charisbci7445 Год назад
i would never knew about it, and that was very very helpful friend... Suddenly the boole subtraction imperfections disappeared from my animations... thanks again ✌✌✌✌
@SilverwingVFX
@SilverwingVFX Год назад
@@charisbci7445 Thanks a lot for your insight. That´s super nice to hear. All the best to you, your projects and happy rendering 🙌
@oursonwelles
@oursonwelles Год назад
It's very nice to have a proper guide for this. I was mixed up between the new and the old way to do that, reverting normals with nested dielectrics... I'm glad to have clear instructions now! I was happy with my scene (similar to yours) and decided to see how it would look like in the new photon kernel but... Apparently nested dielectrics don't work in this kernel yet? Or am I doing something wrong?
@SilverwingVFX
@SilverwingVFX Год назад
Hey Adrien. Thank you very much for your nice words! Appreciate it that you got some info out of it. About Photon Tracing. It should be working in there... I have just tried and it worked 😇
@oursonwelles
@oursonwelles Год назад
@@SilverwingVFX Maybe that's because it was a scene created in R26 / 2021 and then opened in R24 / 2022. The pathtracing works very well but as soon as I switch to Photon the glass becomes grey. Maybe I should try to build it from scratch.
@SilverwingVFX
@SilverwingVFX Год назад
@@oursonwelles Maybe try copy and pasting the scene into a fresh C4D file. Sometimes that works!
@oursonwelles
@oursonwelles Год назад
Btw, this was a ray epsilon issue. Of course it was 🤦🏻‍♂️
@iacdxb
@iacdxb 7 месяцев назад
Thanks for nice tutorial. Whats the best idea to keep space between glass and water, as you shown some keeps water in middle of glass or some very close... which is the best for good render...? Thanks.
@SilverwingVFX
@SilverwingVFX 7 месяцев назад
If you do not want to use the nested dielectrics the best practice is to overlap the fluid slightly with the glass. Leaving air in between the fluid and the glass is not good. It leads to unrealistic results!
@iacdxb
@iacdxb 7 месяцев назад
@@SilverwingVFX Yes, its clear, thanks man.
@jamesconkle9158
@jamesconkle9158 Год назад
Would love a tutorial on the new photon kernel - my caustics are never temporarily stable
@SilverwingVFX
@SilverwingVFX Год назад
Thank you James. I made a video about the Photon Tracer. But you are right. It does not deal with animations. Its a very good idea to make a follow up video. Thanks for your input!
@hao8089
@hao8089 Год назад
Very cool, can you show you some more of the new features for 2022. What bothers me a lot at the moment is that the octane random walk is not as good as the new redshidft random walk (redshift SSS is closer to Arnold). The octane random walk CG is too heavy and not real enough. Another very confused new version of octane hair material and redshift new version of hair, it is difficult to be illuminated by lights, it will be a bit dead and dark, this is easy to solve using the Arnold hair material in maya xg hair, and the default parameter melanin A value of 1 is very realistic and good-looking (unfortunately the CPU rendering is very slow and usually takes several hours to wait). In any case, I am very grateful for any tutorials that can be made with my heart, thank you for your selfless sharing, teacher!
@SilverwingVFX
@SilverwingVFX Год назад
Thank you very much. Also for your suggestions! Interesting to hear about Random Walk. I am still using the old SSS system mostly. Do you have any examples where the Arnold / Redshift SSS excels over Octane? In my small tests that I have made the multi scatter SSS approach of Octane mostly looked better and did not produce any of those edge darkening artifacts. But those tests were not limited to Random Walk. I will do some tests with it too ans see! Thanks again for your long message. Appreciate it!
@hao8089
@hao8089 Год назад
​@@SilverwingVFX The main reason I use Random Walk is to prepare for realistic character animation. This question is more important, but not so important (because I will switch redshift when octane can't achieve my expected effect, just a few days ago, redshift finally updated the Random Walk test and the results met expectations, but I still prefer octane ipr interaction , this very fast feedback result is used to build the scene) I can send the test results to the teacher with a video recording (but since the work is not completed, it cannot be disclosed, and my level is relatively poor, for fear of misleading people) If you agree, I will contact you electronically on Twitter, under the official homepage you provided, and send the test results (you can also decline, or not reply to this message).
@SilverwingVFX
@SilverwingVFX Год назад
@@hao8089 Hey, thanks again for your long and detailed answer! Ah so I guess its an issue where RS and Octane does not line up with the same settings. Yes you can contact me on Twitter or the old fashioned way by e-mail. The address is on my webpage too. Cheers and a great Day to you!
@julianolisboa
@julianolisboa 4 месяца назад
Hello friend, how about redoing this scene in Blender Cycles? Since we have the scene in octane, we could compare the results. My concern is mainly the nested dielectrics.
@SilverwingVFX
@SilverwingVFX 4 месяца назад
Hey hey. Thank you for your comment and your suggestion. I have also seen your comment on Patreon 🙌 I will think about it. Would be rather nice indeed. Cheers and a great start into the week to you!
@SwitchMediaTube
@SwitchMediaTube Год назад
Curious if you have any suggestions on a problem I've having with a clipping material. I'm using a clipping material on a glass object that has a displacement map on it, the clipping material is working, but at certain angles I can still see the refraction of the displacement floating in the scene. Any idea why this might be or what I could do about it?
@SilverwingVFX
@SilverwingVFX Год назад
Hi there and thank you very much for your question. First of all, are you on the newest Octane. In Octane 2022 has some bugs with the clipping material were squished. But might very well be that you are encountering a Bug / Limitation with the displacement there. Unfortunately I have no other Ideas then trying to making the Ray Epsilon smaller and seeing if that helps. Usually going one magnitude smaller is good so e.g. from 0.001 to 0.0001 Hope this helps. If not, I would suggest contacting support! Cheers and a great Day to you!
@SwitchMediaTube
@SwitchMediaTube Год назад
@@SilverwingVFX appreciate the fast reply, I did some digging and it turned out it's an issue with texture displacement, I switched it to vertex displacement (with many many subdivides) and it worked!
@oursonwelles
@oursonwelles Год назад
Hi, another question that always bugs me: what if you have bubbles in the water? What would their priority be? Glass = 2 ; Water = 1 ; Bubbles = higher priority than the glass too? So, 3? Thank you so much, I always come back to your videos in order to make sure I did everything right :)
@SilverwingVFX
@SilverwingVFX Год назад
Hi there Adrien, nice seeing you here again. Thank you very much for your question! I usually leave Glass at 0 and go into the negative range. But to go with your example: Glass = 3, Bubbles = 2, Water = 1. Also make sure the air material has an IOR of 1.0 To get a hold of what has what priority, you can always think of what displaces what: Glass = Not displaced. Must have the highest priority. Water = Gets displaced by glass, air, and eventual Ice. So it must have a lower priority then all of these. Air = Gets displaced by glass. Displaces water end eventual Ice. Therefore the priority has to be just under that of the Glass. Ice = Gets Displaced by glass and air. Displaces water. Therefore has to have a priority lower then air and higher then water.
@oursonwelles
@oursonwelles Год назад
@@SilverwingVFX What a nice explanation! Thank you, it makes total sense when you say it like that. Have nice day :)
@SilverwingVFX
@SilverwingVFX Год назад
@@oursonwelles Thank you. Glad I could be of help. A great start into this week to you too!
@SilverwingVFX
@SilverwingVFX 11 месяцев назад
@@hdo-gd5tj I am quoting myself here as this is the best way to think about: "To get a hold of what has what priority, you can always think of what displaces what" I am giving air the highest priority in the video because I have an air bubble in the foot of the glass and therefore need the glass to be displaced by air. If the air bubbles were only inside of the water, then a lower priority then glass is fine. Hope this resolves your confusion.
@SilverwingVFX
@SilverwingVFX 11 месяцев назад
​@@hdo-gd5tj Thank you for your response. Very nice. About the Ray Epsilon. Usually with smaller Ray Epsilon values there are more details to be caught by the rays, therefore more work to calculate. So yes, I guess this is expected. It depends on your scene and therefore what a lower Ray Epsilon value might reveal if it means longer render times or not.
@iiiooiiiooiiio
@iiiooiiiooiiio Год назад
Does clipping material work with volumes? Like Octane VDB?
@SilverwingVFX
@SilverwingVFX Год назад
Very good question. I had to try myself and am sad to report that NO, it does not work!
@khellstr
@khellstr 11 месяцев назад
I can hear only my own GPU fans... 38° outside :D :D Not sure what temp is inside, but a bit less anyways, at least for now. .
@SilverwingVFX
@SilverwingVFX 10 месяцев назад
Ha ha ha. Great comment. Yeah it has been a hot Summer here too. Hope it´s gotten a bit cooler for you now 🥵🌵
@stilfuchs8031
@stilfuchs8031 2 года назад
++
@JanReuser
@JanReuser Год назад
anyone know how to do this in the redshift materials?
@SilverwingVFX
@SilverwingVFX Год назад
Redshift has auto Nested Dielectrics. So it sets the priority for you. I don´t think there's a way to influence that as a user. I might be wrong though.
@JanReuser
@JanReuser Год назад
@@SilverwingVFX ah alright. thanks for replying :) ye the way I'm doing it now is by making the liquid slightly smaller. I guess that works for now. Technically creates an air gap, but it's not really noticeable.
@SilverwingVFX
@SilverwingVFX Год назад
@@JanReuser If it works for you 🙌 In my experience, for most renderers, overlapping the fluid with the glass geo is the closer to reality result.
@JanReuser
@JanReuser Год назад
@@SilverwingVFX Cool thanks I'll compare it next time :) 👍
@simontrickfilmer
@simontrickfilmer Год назад
ach so: "Flüssigkeit im Glas". Sag das doch! :-D
@SilverwingVFX
@SilverwingVFX Год назад
😆😇