Hey there and thank you very much for your comment and your suggestion. I indeed have though about it. But I am not sure at the moment how much moderation effort it would require. I agree that it would be a really nice thing to have!
Suggestion: A deep dive into the Octane hair material or the toon material. Now I'm gonna check out your latest wizardry video 😆 EDIT: Super easy! Barely an inconvenience!
Thank you very much for your comment and your suggestion! Ha ha you caught it... Was not sure. Nice! The reason I did not dive into those things is that I do not have a lot of experience in them. I am doing realistic hard surface mostly. So I do not need hair that often and only once looked into toon mats. Probably not super easy for me ha ha ha. I will write those down on my list. Its always good to have options! P.s. for Hair I have had a couple of requests in the past. So it´s not out of the question 🙌
Would it make sense already to build something like this with the new nodes setup in c4d? Or would you rather advice to keep your fingers away from the nodes for now, because it's not really production ready yet?
Thank you very much for your comment! Also a very interesting idea. I am not sure if there is a remesher inside the new nodes. If not, I would say the best way is to do it the way I do. If yes. There might be even more flexibility to it. Also I am afraid to say that I did not further advance my endeavors on scene nodes because they are so damn un-intuitive (at least for me)
Thank you very much for your comment. Appreciate it. I know about those selections. As far as I know those get lost when remeshing (To get the nice smooth mesh) And if they would "survive" then the bevel would produce the same error on them as well 😇
Hi, Sorry for the off topic question, but i think here everything are lovers and users of octane and c4d. So do you know if It possibile to manipulate the displacement in octane material like a linear falloff. The only method i found Is to add a gradient and then baking the texture but in this way i Lost the possibility ti use the UV transform and everything before the bake. Thanks in Advance.
Hey there and thank you very much for your comment. No problem about the question. Just ask away. The only way you can use "procedural textures" in displacement is with the vertex displacement. Texture displacement unfortunately only works on... well.... textures. Texture Displacement is reliant on UVs. So you can´t use Octane projections. Though transforming UVs should still be possible usually 🤔 With vertex displacement you are basically using the points of the object to displace it. That can be quite resource intensive. Unfortunately Octane does not support screen space subdivs for displacement. That would free a lot of resources. For now, it is what it is. Hopefully you can get somewhere with my answer. The different methods of displacement in Octane might also be a good idea for a tutorial to be honest 🤔😇
@@SilverwingVFX Thank you for the response. Everything is very clear. I will try to find an alternative method to create the effect I'm interested in. Nevertheless, I wanted to compliment you on your tutorial work, always very clear and incredibly enlightening.
I always enjoy your well planned out explanations! Since your rotating software lessons on a weekly basis, I was wondering if you could do a Render settings explainer for Cycles 4D - lesson in the future? Knowing cycles is coming from Blender I would love an in-depth quick-ish tip for a C4D users, of the Cycles 4D render engine settings. Thanks for all the great content on your channel!
Hey hey and thank you very much for your comment! Actually a Cycles settings tut, was probably the first tutorial I ever made. It´s a bit outdated and maybe shows you how the tutoring Style has changed since then ha ha. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-zynm9WwV92A.html The thing I do not like about the C4D version of Cycles is that it seems to still be a version before the CyclesX overhaul. At some point I will probably go also through the Blender Cycles settings in a tutorial. But It might still be some Tuts ahead!
Very interesting method! Looks very cool. Thanks for the effort of doing this for every Patreon and logo in your videos. Have a productive week Raphael! 🪩
super cool as usual lot's of bits and nuggets, a while back while missing around with scene nodes i stumbled upon a trick, that you can use the correction modifier (the wrench) to set manual selections (points, edges, polies) on procedural objects, it's a bit surprising why it isn't straight forward since the data is there in the object structure 🪩🕺
Thank you very much for your great comment Zaidi! Oh, nice trick. Thank you for letting me know. If you think about it even a procedural object consists of points, edges and polygons. So if you have access to the data, it should be possible to incorporate everything that is possible in a non procedural object as well. And I think this is where Houdini thrives, as it gives you access to all the data. Stuff like this just was not possible in C4D before.... It was just closed off. I was glad I found that way with the connect. As I knew from past experiences that it sometimes just helps to have the connect object on top at some point. In my case its best to also make those selections using fields, as the point and poly count will totally change all the time switching between text, logos etc. Last but not least thank you very much for ✨🪩✨ and your general participation in the community 🙏
glad I added something of value to you, and yes your setup is very efficient and clean. haha yes houdini the power I'll hopefully soon be wielding for those who like to tweak everything manually, I forgot to mention, for the manual selection trick to work, you need to do this: 1 - use a correction modifier 2 - make the selection you want and store the selection in a tag 3 - move the tag to a connect generator 4 - click on use feilds in the selection tag 5 - your selection information will be stored in the freeze feild that's auto generated by checking the use feilds box and since this eventually leads to feilds pipline where you can also drag selection from other modifiers on the same object if you want to use multiple tags then I suggest you do this (more organized version): 1 - add an empty tag to your connect object and use feilds 2 - drag your tags that are on the correction object in the feilds of the tag on the connect object, you can have as many as c4d allows i hope my explanation is not confusing i sometimes find it difficult to articulate without also mentioning other use cases 😵💫🙏@@SilverwingVFX