Silverwing Quick-Tip: C4D 2024.4 Particles with Octane
ฝัง
- เผยแพร่เมื่อ 27 พ.ค. 2024
- MESSAGE:
After I was Ill last week, this is a shorter one. But it´s very fresh as it takes the newly introduced Particles from Maxons Cinema 4D 2024.4 and shows a method to render those as well getting color and motion blur information over to Octane. To round it off, I added a couple of gotchas that I encountered along the way!As always I hope you enjoy and have learned at least the one or other thing.
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TRAINING:
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VIDEO RELATED LINKS:
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Maxons Official Website:
www.maxon.net/
Octane C4D Otoy Official Website:
render.otoy.com/forum/viewfor...
Blender Foundations Official Website:
www.blender.org/download/
Blender Octane Otoy Official Website:
render.otoy.com/forum/viewfor...
CHAPTERS:
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00:00 Intro
00:52 Overview
01:30 3D: Emitter & Gravity
02:46 3D: Collider
04:16 3D: Vibrate Tag
04:44 Octane: Setting Up
06:14 Octane: Cloner / Multi Instance
07:25 Octane: Cloner Particle Size
08:47 3D: Giving Particles Color
09:52 Octane: Particle Color
10:53 Octane: Motion Blur
12:10 Gotcha I: Particle Groups
14:46 Gotcha II: Viewport Mode
15:16 Gotcha III: Motion Blur
16:49 Gotcha IV: Cache Scene Scale
18:23 Collusion
18:59 Patreon Thanks
20:24 Famous last Words
"Let's grab a coffee and let's get going" is such a nice morning vibe to watch this
Ha, appreciate you like this and it gives you good vibes 🙌 😊
I was just about to say that^
@@jimmyleach5308 ☀😊✨
Awesome! Thank you! you teaching me on new emitter render for octane
And thank you for your nice comment. You are very welcome!
thank you! Whenever I have Octane questions I know I can look up your channel for quality breakdowns 🎇✨
Hey there and thank you very much for your comment.
Not sure if I understand your question. Are you talking about my Behance?
It's behance.net/silverwing-vfx
@@SilverwingVFX sorry I phrased my comment weirdly, but it was just a compliment on your thorough and detailed explanations :)! great behance btw!
@@papi_papillon Ahhh, then thank you for your compliment then. Ha ha. I thought you were asking something 😇😊
Cool tutorial, as always. As for the particles themselves, as a new feature of C4D, I have controversial feelings about how they are implemented by Maxon and how they work, especially since I have been studying Houdini for the past months and can compare different approaches.
Hey there Max and thank you very much for sharing your thoughts.
I personally think that Maxon is doing a really good job at integrating dynamics into C4D and making it mostly intuitive and easy to use.
C4D never has been the power house that Houdini is in terms of versatility and flexibility.
But they've always been the software that is very user friendly and easy to use. And I think this is where they are also going with this.
I am a huge advocate of using the software that suits you best. If that is Houdini, then so be it.
There are always advantages and disadvantages to every package. It's for the user to decide which one(s) suit(s) best.
Awesome tut, Raphael.
Love to see particals do its magic!!!
Thank you so much Fernando!
Appreciate that you like it 🙌
volume slicing looks like fun✨
Thank you very much for your input Yassin!
Ant thank you so much for your sparkles 🙌✨🙌
handsome, talented, solving Gotchas, perfecting sparks. what more the 3d community can ask for? love you
Ha ha. Amazing comment. Those are the ones that keep me excited in doing what I do 🙏✨🙌
Thanks again, very clear tutorial 👍
As always, super nice seeing you here and thank you for your kind words. Much appreciated 🙌
it helps ALOT!! thankyou!🤩🤩
Thank you very much. That's super cool to hear!
Great stuff! Thank You. 🎇✨❇💖😁
Thank you very much Ohhhh so many sparkly sparkles ✨🎇✨
thank you Raph! last little push i needed to dive into the new particle system! always apprecaite your knowledge and your approach :)
Thank you very much Rufus!
Appreciate your nice comment. It´s always so nice to hear people like my approach🙌🙌
I really like what Maxon did there. This is a really good system and it´s rather fast in two ways. One, to learn... and second to simulate 😊
So cool! Nice Logo transition by the way, Raph!
Thank you very much Robstar. Great to hear you like it.
Also thank you for noticing the logo transition 🙌
Awesome tutorial Raphael!! Very interesting. When using a closer with Octane, I always tend to use the Octane Scatter since its not that demanding on the CPU, but I will for use the Multi-Instance now inside the cloner since it doesn’t seem that demanding.
Thanks for doing these tutorial. They are useful! ✨
I was thinking about going over the Particle to Matrix Object to Octane Scatter workflow. As far as I know this does not support motion blur. Correct me if I am wrong though!
To be honest, I still got it to hang when I tried e.g. 100.000 Particles per second. I don't think Octane has particle primitives as Redshift has. Hopefully Otoy can make this happen so we can deal with a lot more particles with all the channels and additional motion blur. This would be glorious!
0:36 "Follw" .. already a big follower
Uh thanks so much for reporting that typo. That must have been in there for a long time, since I never changed that 😇😁
Oh boy!
Thank you, 🩶🪽🍀
You are very welcome.
Oh, I did not know there was a silver wing emoji. Very cool 🙏🙌✨
@@SilverwingVFX Thx🍀
awesome!
Thank you very much 🙌🙏
I'm starting to feel a bit overwhelming using Octane, seing how quick Maxon is evolving with Redshift got me really wondering. Is Octane still worth it in the long run ? What do you guys think ?
Hey Alexandre,
I would say it really depends what you are trying to achieve.
It's not that Octane is outdated or something. You can use most of C4D's simulation features with it. And the implementation is rather quick as well. Usually it only takes 1-2 weeks after a C4D release until things are implemented (if they are not working right of the bat)
I would argue the decision is much more a personal one then one.
What do you do, what features do you need. Which renderer provides the best workflow for you to work seamless and fast.
What renderer do the studios, clients, fellow artists use, you are working with?
Also, people also seem to think in black and white. One render over another. I use both Redshift and Octane as well as Cycles in Blender. I love figuring out what the similarities as well as the differences are in those renderers and then use the one that works the best for the current project.
Of course this is only my opinion. I will be very happy of others want to chime in here and also offer their opinions on the question 🙌
How do i control the opacity or size of the particles? So that you dont see the "spawning" of the particles?
Hey there and thank you for your question.
You can adjust your particles size over the age. You can do this with the "Attribute Remapping".
So remap your age or age percentage to the radius and use the spline to control the growth.
I follow you just because of C4D tuts
Thank you for your input.
So good time for you then ha ha ha 🙌
So if i understand correctly for now we can't assign custom octane materials to our particles, just color ?
Thank you very much for your comment.
Not sure if I understand your question right.
The color assignment happens inside a Octane Material. So the material is assigned.
You can assign different materials to different sets of particles through linking different groups into the Cloners.
So it should all be possible.
What you can't do is to get information as Age, Velocity etc. through the material (yet)
Though there already was a ner version of the Octane C4D Plugin released that may be has access to that. But I would have to check.
@@SilverwingVFX Oh! i see.
For some reason i thought we had to plug the instance color node into the albedo in order to get octane materials to work.
My bad, i understand now. Thank you :)
Hi, I downloaed the latest version octane 2023.1.3(also 2023.1.2 R7) and c4d 2024.2.0. However, I can't see Octance in c4d. What shoud I do to use octane in c4d 2024.2.0 normally?
Hey there. Let's try to help.
Generally you need to bundle the latest Octane together with your latest C4D version.
So C4D 2024.2 will only work with older Octane versions. Not the newest ones unfortunately.
You would need to update your C4D to 2024.4 to use the newest Octane version.
The newest Octane version would also work with the latest 2023 Version of C4D.
New Versions of Octane are always compiled against the most recent versions of C4D within their version number.
So that would be 26.110, 2023.2.2 and 2024.4 for example.
If you have an older version of C4D, you would have to search for an older version of Octane that came out at the same time.
Unfortunately I can't tell you what octane version would work with your C4D 2024.2. It's best you upgrade it to the latest 2024.4.
@@SilverwingVFX Yes, you're right! Only Octane 2023.1.2 R6 support c4d 2024.2.2, rather than the latest version!!!
Good tutorial Raphael! I have a problem with rigid body and particles and rendering this in Octane. If I use the cloner to create other particles and add the tag rigid body, and specify particle group as an object in the cloner, when I run the animation, I see a divergence in the simulation, and no rigid body works on the render, only particles that overlap with each other. Maybe it's an Octane or Cinema 4D bug.
Hey there and thank you very much for your comment. I am not quite sure if I understand what's happening.
Do you have already problems in the live viewer?
Usually a lot of those problems are solved by caching your simulations for final rendering.
Also I had problems like this when the scene frame rate was not matching up with the rendering frame rate. Maybe it's worth checking!
If none of that works, maybe you may explain in a little more detail, so I can recreate it on my site and eventually repost the bug to the devs 🙌
Cheers and a great start into this week to you!
Raphael
@@SilverwingVFX Thanks for the reply! I meant if rigid bodies are emitted as particles. There is a problem between simulations, I can send you an example file so you can see what the problem is. I understand that you can use rigid bodies and particles separately, but I wanted the rigid bodies to be used in a particle system. This is probably not possible, and such a feature will appear in the future.
@@vivatrip Yes I think you are right and what you are searching after is not possible at the moment. Probably you can sort of work around by having the particles emitted as rigid bodies and then use the "follow animation" feature (not really sure if it's actually called this way) to make the particles sort of follow the particle animation.
Not sure also if there is particle to particle collision. If there is not I am 100% certain that this will come in one of the next releases.
I have not dug too deep into the particles for now as I was busy with other stuff. Hopefully you will find a way to get your to behave in a way that you imagined!
You are a lifesaver! Great solution. Seems Maxon did a bit of a rush-job to get the update out before NAB. The new particles don't seem to work with volume builder either.
Thank you very much for your comment.
I guess this is the Maxon way ha ha. They have a track record of stuff that is a bit whacky in their first iteration and then they improve it over time. Take the new Object Browser for example. But to be honest, I was surprised how mature the particle system already was. Also it´s really nice and easy to understand concept. X-Particles always confused me.
To be honest the most easy way I would imagine a particle system would work is via nodes. I would be down for that. But I guess having it work like Maxons new particles is the next best thing.
There is even an example in the asset browser that uses particles in the volume builder. Are you sure you have set it up correctly? The output of the particle is the particle group (or multi group), not the emitter. So that's what you should put in the volume builder.
@@Havealot Thank you for chiming in and adding that.
Yeah I think that's what probably a lot of people will get wrong in the beginning. Trying to interact with the Emitter instead of the group!
Caught me off guard at first as well!
@@Havealot hey! thanks! that works indeed.
@@SilverwingVFX Yes, this is causing a bit of confusion. But I do think it is the better choice and being able to freely move particles from one group to the other or combining them with a multi group justifies breaking this intuition. Plus it s consistent with Pyro, which has a similar problem (any number of emitters can contribute to a sim) and also solves this by having an output object that is not the emitting object.
Can I send the Spark Project? Thank you
Hey there. I think this might be lost in translation.
Do you want to send me a scene or do you want me to send you the sparks scene?
If you want to enquire the sparks scene, you can go to my patreon and subscribe to it and download it there. Together with a whole bunch of other really cool octane scenes accumulated over time.
www.patreon.com/SilverwingVFX
Hi, tell me, why do particles always have a separation from the collider (hanging in the air) I can't find this setting
Hey there.
There are multiple settings you can set this. With C4D particles you can set the distance e.g. in the collider.
Since I am not doing a lot of simulations I do not have a 100% answer.
You can go to the Scene Settings by hitting CTRL + D and then go to Simulation and change some settings as the Scene Scale and see if this helps
Good luck with your endeavors 🙌✨
Hi bro! After a while, my particles begin to fly through the collider?
Hmmm. If nothing else is introduced to the scene like movement or other forces, then I would not know why something like that would happen.
The only thing that comes to mind right now. If you have a gravity, make sure the gravity is executed before the collision. In terms of hierarchy that I am saying is that the gravity should always be higher up in the hierarchy then the collision.
But the chances are rather slim that that's actually it.
I hope you find a solution!
Cheers,
Raphael
@@SilverwingVFX Oh yes, thank you! It all worked)
@@TheSchpuntov Oh, super nice. Glad to hear that 🙌
DO you think its possible to create/simulate fluids with this new system? I'm not sure how to mesh it.
I think particle to particle forces are missing right now to be able to do this. Maybe something smart will find a workaround.
But also with the track record of Maxon lately with all their simulation tools I think it´s only a question of time until they will tackle particles based fluids like e.g. Realflow.
@@SilverwingVFX
I hope you're right! Thanks for the video
SPARKLEEES!!! )))
Yaaay thank you very much 🙏🙌✨🙌🙏
Ich wusste gar nicht, dass du aus Deutschland kommst :). Oder irre ich mich? Die Aussprache der deutschen Namen war perfekt.
Ha ha, ja ich komme aus Deutschland 😊
Deswegen auch die gute Aussprache auf Deutsch 😇
@@SilverwingVFX :)
🎇✨
Thaaank youuuu 🙌✨🎇✨🙌
🎇✨💖 All the particles of the World are in Love and looking for Lovers. - Rumi
Oh wow, I was not expecting to see a Rumi quote here. But very fitting ha ha ha 🙌
Thank you so much 🙌✨🎇🌟🙌
🎆🎆🎆
Yaaay, thank youuu ! 🙌✨🎆✨🙌
‼‼‼‼‼
Thank you 🙏🙏🙏🙏🙏
如果粒子特别多,克隆不会特别卡顿吗?有别的渲染方式吗?
Thank you very much for your comment!
Yes, unfortunately with many particles it will become laggy. With the newest Octane version, 2023.1.3_R2 you can use the Object Tag to get the particles. Right now the Tag-Method also does not support any motion blur.
Also those particles will always be Objects since Octane is lacking particle primitives. I whish they will implement those at some point.
非常感谢您的评论!
是的,不幸的是,有很多粒子,它会变得迟缓。 使用最新的 Octane 版本 2023.1.3_R2,您可以使用对象标签来获取粒子。 目前,标签方法也不支持任何运动模糊。
而且这些粒子将始终是对象,因为 Octane 缺乏粒子基元。 我希望他们能在某个时候实施这些措施。
🎇
Thank you rayko ✨🎇✨
🎇🎇🎇
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to be honest Maxon is getting more and more insolent (and since subscription also more unstable), such updates don't help either. I have now switched away from Cinema 4D after 9 years and have no regrets :) I have no desire to "ride dead horses", as people say. I would therefore like you to do more on blender!
Thank you very much for your comment. I feel you. Though I have to say the last release is a potent one.
But back to topic. I would love to provide more blender tuts. Any suggestions what you'd like to see there?
Cycles shading? Blender Octane?
@@SilverwingVFX may be but I think we should just be more taking a stand. The users shape the software, it seems Maxon has forgotten this.
Cycles actually! Only if we move to free tools, companies are forced to overthink all this subscription dictate and airy-fairy company behavior.