Thank you very much for your comment. It's funny you are not the first one to mention that. I had a couple of similar reactions lately. I think I am not your redshift guy although I would love to have the time and resources to also pick up a RS video season. Fingers crossed there will be someone who is inspired by this format and picks it up for RS 🤞🤞🤞
Thank you very much for your comment. I think displacement would only work in Vertex Displacement mode or if you bake your texture afterwards. Bit it should work on Normal Maps. And of course thank you very much for the ✨🕳️✨
Very true. It also took a while for me until I picked them up. The plan is it to slowly uncover all the hidden gems of Octane and see how good they work out 🙌
WOW! I didn't know this was in octane! Thank you for sharing that with us, my mind went to immediately using the c4d fields as gizmos for the octane fields to visualize them better. The sdf stuff is super cool i can see simulations and displacements that could take advantage of that, say chocolate chips falling onto cookie dough and produce or dents? But I need to play around with that for sure, I wonder if there's a cashing system for that too, not for frame replacements but like stacking things to create wet maps and such (something akin to the echo effect in Ae), I'll try to play with it over the weekend and see what workarounds I might find. 🙌 Super cool stuff as always! Hope your week is starting great, and wish you a fun rest of the day 🌟
Hey hey and welcome back 😉 And of course thank you for your super nice comment. I'ts getting harder to find those "uncharted" parts of Octane that have not been explored to much. So I am happy that you did not know about it before. I am guessing there is potential in there. Also as far as I know you should be able to distort SDF objects and really easily do bool operation with them. But I always found that to be a bit unstable. At least in C4D at the moment. I like that you have the head full of ideas what you could try. Definitely let me know if you figure out something cool! Cheers and a fantastic early week and awesome Day to your too! 🙌
Looks amazing! I thought this technique could help me, but I've come up against a wall with Octane. I'm trying to make an image projected to multiple objects stick so that when the pieces fall and settle they create a logo. Greyscalegorilla showed how easy this is in the C4D standard material using camera projection, but I can't find out how to make it work in Octane. Do you know of a way?
Hey there and thank you very much for your comment. I think the most easy way to do this would be to use UVs. Use C4Ds camera projection and then use the "current state to UV map" I can't really remember how it's really called, it's there when you right click on the c4d material tag. When you bake your current view to UVs you should be able to then use UVs in octane no problem and therefore also get the same projections in there. I also made a camera projection tut some time ago. But I think it's not for the use case you are searching for.
@@SilverwingVFX Thanks for getting back to me so quickly! I actually did that and applied an Octane material with an image in diffuse. For some reason the spheres that I'm projecting onto don't render correctly. Maybe I need to use flat instead of UV projection?
Thank you very much for your comment and your suggestion. Octane unfortunately is rather limited in that regard, you have to use some workarounds. It's definitely an interesting idea!
Ohhhh, thank you so much for your nice comment and also of course for becoming a patreon and therefore supporting me. I hugely appreciate it. I usually respond to all my Patreons. I have not come around to you yet 😇
🕳 Thanks for the great video. I'd love to know how to tie the field transformation to the pacifier in blender. That I could control it more intuitively.
Thank you very much for your comment! In Blender it's even more easy actually. If you have created your field node, you will notice it has a "UVW Transform" input. Create a "Object Data" node and connect the "Transform Out" of the "Object Data" to the "UVW Transform" input of the Field node. Last but not least in the Object Data Node, select your Gizmo e.g. a Empty. And there you go. it should now follow the position / rotation of your selected Empty. Unfortunately for Shape Fields I did not find a way to extend the calculated voxels, so the effect on the objects is rather limited and close by. I initially wanted to make a Blender part in the video. But needed to long for the rest of the video so I went out of time 😬
Thank you so much for your detailed response. And thank you for taking the time to record new videos for us. Thanks to them, we save a lot of time. And taking our CG to the next level.
Haaa... the good old Null-linked field 🙂 that unfortunately we cannot do in 3dsmax. Such a great feature. such a pity we cannot 😞 I wish there was a workaround for us users.
Hey there Orif and thank you very much for your comment! Oh man, sorry to hear that. In Blender the workflow is that you have to create a object node. In the object node you can link an object. Then you can pipe the transform from the linked object to either the Filed itself or to a XYZ to UVW Projection node. Mayne it is similar in 3Ds?
Hey there and thank you for your comment and your interesting Idea! It should be possible to manipulate lights with it, e.g. change brightness / color with distance for example (with a spherical falloff) but possibly also direct lighting more with the angular map. Interesting Idea, worth pursuing!
Hey Kimmo, I am sorry to hear that. Thank you very much for staying to the end though ✨🕳️✨ In Blender, the whole object linking works a bit different, maybe you could see if that way is available in Modo. So in Blender instead of linking an object in the Projection Node, you would bring in an Object Node. In this node you then can link the object. This node then offers multiple output streams including a transform that you can plug into your UVW Transform node. If not, I hope a message to the developer sets things into motion 🤞 Cheers and a fantastic time to you and fingers crossed you can get it working or at least the dev is open for suggestions.
Hey Simon. Ohhhh, someone noticed. Not sure if I manage to pull off a special 100th episode. I certainly hope I have the time to prepare something special. Also love the super creative "1🕳️🕳" ✨🙌⭐ Cheers and a fantastic week to you!
It's a shame things like this don't exist in Redshift! Really helpful tips!
Thank you very much for your comment.
It's funny you are not the first one to mention that. I had a couple of similar reactions lately.
I think I am not your redshift guy although I would love to have the time and resources to also pick up a RS video season.
Fingers crossed there will be someone who is inspired by this format and picks it up for RS 🤞🤞🤞
Excellent info. Never knew. Thanks. Must try some creeping displacement/normal hacks to see if it works 🕳
Thank you very much for your comment.
I think displacement would only work in Vertex Displacement mode or if you bake your texture afterwards. Bit it should work on Normal Maps.
And of course thank you very much for the ✨🕳️✨
Always found fields in Octane very limiting due to poor documentation. Thank you for great explorations.
Very true. It also took a while for me until I picked them up.
The plan is it to slowly uncover all the hidden gems of Octane and see how good they work out 🙌
WOW! I didn't know this was in octane! Thank you for sharing that with us, my mind went to immediately using the c4d fields as gizmos for the octane fields to visualize them better.
The sdf stuff is super cool i can see simulations and displacements that could take advantage of that, say chocolate chips falling onto cookie dough and produce or dents? But I need to play around with that for sure, I wonder if there's a cashing system for that too, not for frame replacements but like stacking things to create wet maps and such (something akin to the echo effect in Ae), I'll try to play with it over the weekend and see what workarounds I might find. 🙌
Super cool stuff as always!
Hope your week is starting great, and wish you a fun rest of the day 🌟
Hey hey and welcome back 😉
And of course thank you for your super nice comment.
I'ts getting harder to find those "uncharted" parts of Octane that have not been explored to much. So I am happy that you did not know about it before.
I am guessing there is potential in there. Also as far as I know you should be able to distort SDF objects and really easily do bool operation with them. But I always found that to be a bit unstable. At least in C4D at the moment.
I like that you have the head full of ideas what you could try. Definitely let me know if you figure out something cool!
Cheers and a fantastic early week and awesome Day to your too! 🙌
Looks amazing! I thought this technique could help me, but I've come up against a wall with Octane. I'm trying to make an image projected to multiple objects stick so that when the pieces fall and settle they create a logo. Greyscalegorilla showed how easy this is in the C4D standard material using camera projection, but I can't find out how to make it work in Octane. Do you know of a way?
Hey there and thank you very much for your comment.
I think the most easy way to do this would be to use UVs. Use C4Ds camera projection and then use the "current state to UV map" I can't really remember how it's really called, it's there when you right click on the c4d material tag.
When you bake your current view to UVs you should be able to then use UVs in octane no problem and therefore also get the same projections in there.
I also made a camera projection tut some time ago. But I think it's not for the use case you are searching for.
@@SilverwingVFX Thanks for getting back to me so quickly! I actually did that and applied an Octane material with an image in diffuse. For some reason the spheres that I'm projecting onto don't render correctly. Maybe I need to use flat instead of UV projection?
@@SilverwingVFX Think I see the problem. I was trying this on alembic animation.
Another great tutorial 🕳
Thank you very much. Great to hear that. And yaaas, thank you for the ✨🕳️✨
A suggestion for a future video, ways to use User Data with Octane.
Thank you for the great tutorials!
Thank you very much for your comment and your suggestion.
Octane unfortunately is rather limited in that regard, you have to use some workarounds. It's definitely an interesting idea!
Thank you again from Australia! Btw, I just became a Patreon… at last 😊 appreciate all that you do.
Ohhhh, thank you so much for your nice comment and also of course for becoming a patreon and therefore supporting me. I hugely appreciate it.
I usually respond to all my Patreons. I have not come around to you yet 😇
🕳 Thanks for the great video. I'd love to know how to tie the field transformation to the pacifier in blender. That I could control it more intuitively.
Thank you very much for your comment!
In Blender it's even more easy actually. If you have created your field node, you will notice it has a "UVW Transform" input.
Create a "Object Data" node and connect the "Transform Out" of the "Object Data" to the "UVW Transform" input of the Field node.
Last but not least in the Object Data Node, select your Gizmo e.g. a Empty.
And there you go. it should now follow the position / rotation of your selected Empty.
Unfortunately for Shape Fields I did not find a way to extend the calculated voxels, so the effect on the objects is rather limited and close by.
I initially wanted to make a Blender part in the video. But needed to long for the rest of the video so I went out of time 😬
Thank you so much for your detailed response. And thank you for taking the time to record new videos for us. Thanks to them, we save a lot of time. And taking our CG to the next level.
thank you bro
You are very welcome!
Haaa... the good old Null-linked field 🙂 that unfortunately we cannot do in 3dsmax. Such a great feature. such a pity we cannot 😞 I wish there was a workaround for us users.
Hey there Orif and thank you very much for your comment!
Oh man, sorry to hear that.
In Blender the workflow is that you have to create a object node. In the object node you can link an object. Then you can pipe the transform from the linked object to either the Filed itself or to a XYZ to UVW Projection node.
Mayne it is similar in 3Ds?
Interesting...I wonder if I can animate lights with this.
Hey there and thank you for your comment and your interesting Idea!
It should be possible to manipulate lights with it, e.g. change brightness / color with distance for example (with a spherical falloff) but possibly also direct lighting more with the angular map. Interesting Idea, worth pursuing!
🕳 ..sadly there is too much stuff to missing in Modo Octane plugin to replicate this in there :(
Hey Kimmo,
I am sorry to hear that. Thank you very much for staying to the end though ✨🕳️✨
In Blender, the whole object linking works a bit different, maybe you could see if that way is available in Modo.
So in Blender instead of linking an object in the Projection Node, you would bring in an Object Node. In this node you then can link the object. This node then offers multiple output streams including a transform that you can plug into your UVW Transform node.
If not, I hope a message to the developer sets things into motion 🤞
Cheers and a fantastic time to you and fingers crossed you can get it working or at least the dev is open for suggestions.
🕳like it! 🕳
Ohhh, thank you very much. Appreciated. And thank you for the ✨🕳️✨
nice tut!
Thank you very much. Great to hear you liked it!
5 tuts more till 1🕳️🕳️. 😮
Hey Simon.
Ohhhh, someone noticed. Not sure if I manage to pull off a special 100th episode. I certainly hope I have the time to prepare something special.
Also love the super creative "1🕳️🕳" ✨🙌⭐
Cheers and a fantastic week to you!
🕳️
Thank youuuu ✨🕳✨
🕳
Ha ha nice, this is what I am talking about ✨🕳✨
🕳
Yaaaas, thank you very much ✨🕳✨
🕳
Yaaaay! Thank you ✨🕳️✨