Silverwing Long Tip: Random Texture Offset (In C4D Octane)

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  • เผยแพร่เมื่อ 24 ธ.ค. 2024

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  • @intruderstudio4703
    @intruderstudio4703 2 ปีที่แล้ว +4

    This are not tips, this are masterclasses!

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว +1

      Ha, thanks so much. That´s such a great compliment to get.

  • @awolism
    @awolism 19 วันที่ผ่านมา +1

    Thanks for this Raphael! I feel like this should really exist in Octane by default, and not require OSL scripts. But in the meantime I will gratefully take your solution! 😊 Also, Otoy should employ you as official educator. Your tutorials continue to be among the most comprehensive, pedagogical and well presented out there.

    • @SilverwingVFX
      @SilverwingVFX  15 วันที่ผ่านมา +1

      Late reply but thank you very much for your comment and all your compliments 🥰
      About the OSL offset script:
      I agree that this should be built in functionality but Otoy is very slow realizing quality of life improvements like this. I always have the feeling that the programmers do not know the exact intent for stuff like this and therefore it's hard for them to program something exactly to the point.
      In Octane 2025.1 there are some nodes that finally could replace the script.
      In the meantime there are some nodes that can do parts of it and in the new announced Octane 2025.1 they have even more of that. So maybe it will be finally obsolete when Octane 2025.1 arrives. I have been lobbying for a really long time for this. I hope it is, but there is a possibility that it is not completely obsolete even then. I will have to investigate and test.

  • @JeromeLove
    @JeromeLove 2 ปีที่แล้ว +5

    I feel like every time I am wondering how to do or tweak something in Octane, you make a tutorial that same week! Super fortunate for your skills!!! ☺

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว +1

      Ha ha that´s amazing. Fingers crossed this stays that way!

  • @FLXD
    @FLXD 2 ปีที่แล้ว +1

    Super useful tip, Raphael! Right on time too!
    To my shame, I rarely post comments here and say how thankful I am. Not as much as I should! I just want you to know your videos help immensely!! For the last couple of years, I almost daily refer to the Octane manual and your videos. Massively improved my knowledge! While most of the time I try to figure everything out by myself, your videos are an amazing additional help! Thanks a lot, and good health to you!

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว +1

      Hey thank you very much for your comment and your nice words. It´s always great to hear feedback like this! Highly appreciate you took the time to write such a long text!

  • @Jake__Boll
    @Jake__Boll 2 ปีที่แล้ว +2

    I was there when you were trying to help zomax with this on stream lol, was curious how it was done. Thanks for the vid!

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว

      Cheers and thanks for your comment. Ha ha yeah. It ended up costing him some nerves 😅 Well at least there is a video to look at now.

  • @robinklein5655
    @robinklein5655 2 ปีที่แล้ว +2

    Oh my god. Raphael, thx so much for this deep dive in to this so important texturing techniques. More than I expected. So much
    treasures in here. Your tips are so important to the whole Cinema4d and Octane community. Glad that you get alot of positive feedback.
    I told you that a lot of people are interested in this. Nothing but respect!!! An very well done! Can please someone of the Otoy Team give this guy a medal!? Greets!

  • @hellochristhompson
    @hellochristhompson 2 ปีที่แล้ว +5

    Thanks Silverwing! Loving all your tips and tricks and really looking forward to digging into this one...

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว +1

      Thank you very much. Means a lot to me!

  • @TheRexIz
    @TheRexIz 2 ปีที่แล้ว +2

    That is a very valuable tutorial, it's actually something I've been looking for, for a long time. And here it is, thank you!

  • @JMach4217
    @JMach4217 2 ปีที่แล้ว +2

    Incredible. I am obviously excited for the ability to randomize a texture between many objects....but I'm also excited to use the distorted UV mesh when creating large environments, as there is now an easy way to scale up a texture as it gets farther away from the camera, reducing the look of tiling! That, along with the chaos node, will be SO powerful in large scenes

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว +1

      Thank you very much. Yeah in the last couple of releases Octane has really upped their node game. I am also amazed what I sometimes find in there. Cheers and all the best with your landscape scenes!

  • @Sjoerdish
    @Sjoerdish 2 ปีที่แล้ว +1

    So very useful! Thanks so much for diving in so deep and sharing your findings to the community Raphael. Much love

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว

      Hey Sjored. Thank you for your nice comment. Really appreciate it!

  • @fubuilshemg
    @fubuilshemg 2 ปีที่แล้ว +2

    I really like this kind of video that is explained based on principle. As a liberal arts born, I also listen to it with relish. Thanks Silverwing!

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว

      Thank you very much. Yeah, same for me. Liberal arts all the way! Great to hear you enjoy to watch the content!

  • @BG_Andy
    @BG_Andy ปีที่แล้ว +1

    That's a really great OSl script. I use it in Blender to randomize my UV rotations. I hope OTOY will add some node that can feed random values into float or vector nodes. But for now this works great. Thanks a lot.

    • @SilverwingVFX
      @SilverwingVFX  ปีที่แล้ว +1

      Thank you very much.
      I hope the same. I wild love a randomize function fiving out randomized float values for different things to be in Octane. Not only Instances:
      For Example: Objects, non connected geometry within one object, non connected UV islands within one object, polygon faces.
      Hopefully they can implement that some Day.

  • @bloritz
    @bloritz 2 ปีที่แล้ว +1

    Thank you again Raphael! Your tutorials are very useful and entertaining!

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว +1

      Very nice to hear. Great you also find them entertaining 🙌

  • @arenasvfx
    @arenasvfx 2 ปีที่แล้ว +1

    You sir, are a wizard. Amazing.

  • @ArgoBeats
    @ArgoBeats 2 ปีที่แล้ว +1

    Magic, thank you Raphael!

  • @Nickabooticus
    @Nickabooticus 2 ปีที่แล้ว +2

    Great tutorial as usual

  • @MrSnooz69000
    @MrSnooz69000 2 ปีที่แล้ว +1

    OMG ! You are a genius !!

  • @MotionPunk
    @MotionPunk 2 ปีที่แล้ว +3

    Awesome buddy!

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว +1

      Hey, thanks for your ongoing support! According to your comment, you were up late yesterday ha ha.

    • @MotionPunk
      @MotionPunk 2 ปีที่แล้ว +1

      @@SilverwingVFX very haha jut woke up :D

  • @vinderesual
    @vinderesual 2 ปีที่แล้ว +1

    can you give tutorial how to blend 2 color in metaball and make it like proximal shader?

  • @yassinrupp146
    @yassinrupp146 2 ปีที่แล้ว

    Love this Tut! Thank you Raphael

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว

      Thank you very much for the nice comment.

  • @botondben
    @botondben 8 หลายเดือนก่อน +1

    Hi Raphael,
    Thanks for the very detailed presentation! Have you tried this with texture displacement. On my end it seems not working sadly :( The texture itself is nicely shifting randomly but as soon as I plug it in a displacement the random shifts are gone :(

    • @SilverwingVFX
      @SilverwingVFX  7 หลายเดือนก่อน

      Hey there. No I have not tried it with displacement.
      Maybe the result you get is because the process calls for render instances. And they all share the same mesh. And so since Vertex Displacement is mesh dependent, I think all of the objects therefore share the same displacement.
      There might be a way to get there with non render instanced objects where you get the color from e.g. a Mograph Color and not the random color (that only works with Render Instances.
      I might try on my own when I have the time!
      Thank you for letting me know and a great start into this week to you!

    • @botondben
      @botondben 7 หลายเดือนก่อน +1

      @@SilverwingVFX Thanks for that! I've tried it, but no luck this time. Maybe thats a displacement limitation or sg like that.

  • @dbmd_uk
    @dbmd_uk 2 ปีที่แล้ว +1

    Fantastic tutorials!!

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว

      That´s awesome to hear. Thank you very much!

  • @Willopo100
    @Willopo100 ปีที่แล้ว +1

    would this work with cloner object?

    • @SilverwingVFX
      @SilverwingVFX  ปีที่แล้ว

      If you set the clones to be render instance or clone render instances. You might refer toy render instances motion blur video to know how to best set them up.

  • @LosPhillips
    @LosPhillips 9 หลายเดือนก่อน +1

    Thank you!

    • @SilverwingVFX
      @SilverwingVFX  9 หลายเดือนก่อน

      You are very welcome 🙏🙌

  • @IEproductions1
    @IEproductions1 ปีที่แล้ว +1

    Anyway to do this in Redshift?

    • @SilverwingVFX
      @SilverwingVFX  ปีที่แล้ว +1

      Hey there Adam,
      yes, this is possible. You could do this with a texture offset.
      There are multiple different ways to get random values.
      Since Redshift can read in Userdata. I usually generate a "Random" user data per Object to use. This has the benefit of being able to art direct the offset later on if e.g. to objects next to each other are looking to similar.
      I set a percentage user data a ranging from 0% to 100% per object. Then randomize it by selecting all objects with the Userdata (there is even a script that lets you distribute the Userdata quickly to multiple objects) and randomize it by typing in X+RND(100) to generate random values.
      Then I link the value to the texture offset in the shader via a userdata node.
      Talking about it sounds rather complicated. This makes me think if it would be a good idea to do a tut about it 🤔
      Last but not least, here´s a very good channel for RS shader stuff:
      th-cam.com/video/uvx0TREFF7I/w-d-xo.html

  • @fernandolardizabal458
    @fernandolardizabal458 2 ปีที่แล้ว +1

    Amazing as always, Raphael! Your OSL scripts work beautifully!
    IMO, Otoy spends too much time promoting not so useful features on their presentations and leave these gems for people to figure it out how to use.
    Now... if this randomizer could also work with grouped polygons, or connected mesh groups (not only cloners)... then you would solve a very limited aspect of Octane. Ever used Corona Render UV Randomizer? It allows you to randomize by mesh groups (connected islands if you will), polygons, primitives, etc.
    If you ever worked on ArchVIZ you know how important these nodes are.

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว +1

      Hi there and thank you very much for your comment.
      I have been requesting that from Otoy for Years. Even before there was a Chaos UV Randomizer.
      While not built in to Octane, there are workarounds for some of those problems. This is what I spoke about for a possible Tut next week.
      Randomness for connected Meshes can be achieved via a plugin that creates vertex colors. You can then just read those in with a Vertex Map / Attribute.
      Also for non instances you can use the object color. There is also a free plugin from the same person that made the other one that gives objects random colors. This then can be read in using an Octane Object Tag with ticked "use display color" in the Object Layer, Object Color section. Then you´d need the object color OSL script to read that into the Octane Shader.
      Did not find a solution for a per polygon basis also not for a per UV Island basis. But I would consider those more exotic anyways.
      I will speak to Otoy again and ask for those features so we have them without workarounds. Maybe someone will hear us.

  • @simontrickfilmer
    @simontrickfilmer 2 ปีที่แล้ว

    why don't you use the GGX(energy preserving)? Wouldn't that be faster? Topic of next Week? 🙂

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว

      Energy preserving takes a little longer to render since is a bit more complex. Also there is only a difference between them if you are using really high roughness values. If I use high roughness I am using GGX Energypreserving

    • @simontrickfilmer
      @simontrickfilmer 2 ปีที่แล้ว

      @@SilverwingVFX oh no, longer? so I did misunderstand somewhere something :-(

  • @ArchViz-4D
    @ArchViz-4D 2 ปีที่แล้ว

    This is great but the easiest way to make such things is to use simple Box Projection with World Space not Object that is limited to Object UV. World Space can extend texture repetitions without limit it to cloned object. Also, to avoid texture seams on edges there is way to use XYZ to UV Projection with rotations like 5-45 degrees - but they are of course not stepped by 90 degrees.

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว +1

      I guess it pretty much comes down to the individual needs. I do a lot of animations so for my needs world space box projections would not work. I would have seams and sliding textures everywhere!

    • @ArchViz-4D
      @ArchViz-4D 2 ปีที่แล้ว

      @@SilverwingVFX Yes, there are problems using image texture maps but for procedurals that are unlimited in the terms of repetitions it works fine.

  • @spacemonqee5664
    @spacemonqee5664 2 ปีที่แล้ว +2

    I think my original comment about Vray got deleted? Anyway great tutorial!

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว

      Oh sorry to hear that. I didn´t delete anything. Let me see if I can find it somwhere.

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว

      Sorry. could not find your comment in the "Held for Review" section. Must have been deleted by TH-cam!

    • @spacemonqee5664
      @spacemonqee5664 2 ปีที่แล้ว +1

      @@SilverwingVFX probably because I put in the link to Chaos docs Vray UVW randomizer. I was just asking if it's a similar thing.

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว

      @@spacemonqee5664 Its sort of similar. But I think the Chaos UV Randomizer has more options and is more easy to use.

  • @vladan.Poison
    @vladan.Poison ปีที่แล้ว +1

    WOW. thank you for that ! why doesn't otoy employ you ?

    • @SilverwingVFX
      @SilverwingVFX  ปีที่แล้ว

      Thanks a lot. Well, I am a simple artist. Not a programmer.
      But I appreciate your comment and compliment ❤️

    • @vladan.Poison
      @vladan.Poison ปีที่แล้ว

      programers need "simple artists" to showcase their stuff.

  • @爸爸-y5w
    @爸爸-y5w 2 ปีที่แล้ว +1

    非常滴方便你真是个天才!

    • @SilverwingVFX
      @SilverwingVFX  2 ปีที่แล้ว

      非常感谢。我非常感谢