@@bunny_kuma Ha ha. Thank you very much for your reply. No need to be sorry. Just interesting what picture the people have in mind when hearing my voice 🙌
Ha ha ha ha. Auch wenn meine Haare "Rockstar" sagen, bin ich eher der rugige Typ, der mit einem guten Essen und einem Bier im Sonnenschein zufrieden ist.
Thank you A LOT for this tutorial! I worked with paper IRL quite a bit and I struggle to achieve a realistic result in 3D, because there's a lot of small nuances to it. I wonder if there's a way to trick Octane into showing a bright reflection on the poligon edge and mimic paper thickness without adding actual geometry? And if paper is cut with a knife, the edge has a very particular uneven L-shape, that also gives a tiny shadow or additional lighting bounce close to the edge, it immensly boost the realism (I don't really think it's possible to replicate this effect without adding geometry, but for thin paper even bright reflection on the edge IMHO is enough).
Thank you for your great comment and input. The only thing I can think of to get to those "edge cases" is with normal maps. Though of course it falls apart when you either get to close or your view is too flat. Having a normal map that acts like the last couple of pixels of the rim face to the side will give you the right lighting / reflections there. You would also have to use a side shader to make the normal map go into the right direction on both sides (invert it on the back side of the polys)
Thanks so much for this tip and happy birthday :-) I was just struggling with some leaves and flower petals and this gives me a much better understanding of what is going on.
You are very welcome. Appreciate that the video provides you with some extra info. Fingers crossed you can make the jump to a amazing pedal / leave material. It´s not in the video to keep it short. But I usually set the material to a Universal Material because of the reflection you get, that you need in a lot of cases (make sure it is still using diffuse transmission) Cheers, a good start into this week and happy shading!
first of all, you are the king of octane hands down! One thing though. when I tried this effect something weird happened, this effect is good when you are using the gradient as you did, but if I use an image texture of a page with colored images and black text, all the colors are inverted, do you have a fix for that?
Thank you very much for your nice words and your question. If you need to transform an image with colors into the right lightness values, you can easily do so by using the "Range" node. This allows you to also map colors. If you search for it with in the nodes with tab, its the second from the top in the search list. Pipe your texture into the value slot. Leave the input min and input max to 0 and 1. Set the output min to around 0.05 and the output max to around 0.7. Then also use that in the multiply that goes in to the transmission (like I do in the video). Since there is color in there now, this should not invert your transmission. I hope this helps! Cheers
Hey hey, thanks once more for your comment and your support. Glad you liked it. Yeah sometimes less is more 🧻 Ha ha ha . Can be done with this technique too Thank sou for watching it all 😊
Ohhhh, thanks so much for your great comment. Much appreciate your birthday wishes and energy 🎉🎉🎉 Also great to see you watched till the end and liked it 😊✨🙌
Thank you very much for your comment. Basically its the exact same approach as with this tut. But in the end you use a Universal material (make sure the transmission is still set to diffuse). This will give you a reflection on top which is needed for a lot of leaves. Hopefully you get there. Its only a small step from the end of this video. Cheers and a great start into this week!
Hey there Abdu and thank you very much for your Comment and request. Right now I mostly make Octane tuts. So right now its not very likely that I will make Redshift tuts. Sorry 😢 But maybe in the future some time.
Despite its name. the standard material is not the standard in Octane. It provides compatibility to Redshift and Arnold where the Materials is the Standard and therefore the name makes more sense. Though thank you for letting me know. I might do a tut going over the differences. It even has one advantage that I can think of 😇
Nice one Raphael. I made a similar setup at work for doing paper or leaves a while ago, but remember running into issues with the specular color acting weird when setting up a Universal material with fairly glossy finish, in combination with the transmission. If I remember during the coming work week I will try to dig up a file like that and see if that is still an issue. Also, happy birthday! 📃
Thank you very much for your comment. I usually use Universal too to get a reflection layer on top of the transmission. If you are using diffuse transmission in the universal settings, the outcome should be as expected. Looking forward hearing back from you!
Thank you for your comment. Great to hear you can make it work with Octane Blender. My take on this is that you probably remember it better because you have to think a bit more to make it work 🙌 Thank you for saying thanks. Much appreciated 😊✨
Even after using Octane since 2018 I still learn so much from your videos! Keep it up. I was wondering if it is possible to recreate a black hole shader. I tried it myself but it was limited to a perspective. Maybe for a next Long-Tip? ;D P.S: Alles Gute nachträglich.
Happy birthday Raphael! Thank you so much for these amazing tips. I have a question or maybe even a request for a Quick Tip video: How do you handle brand colours from clients? Putting in HEX values I get from clients always results in colours that are "off" because of the lighting. What I usually do is play with the exposure and saturation in the camera tag to get a "close enough" result but I'm not sure if this is the right way to fix this annoying problem.
Hey Bernwolff, thank you very much for birthday wishes. I really appreciate it. About your question: I am fortunate that my clients mostly understand that lighting changes color values. For those who like the hue values intact I usually render mattes (custom AOVs) for the parts that are critical and then counter correct those in comp so they have the right tonality. Luckily it did not happen to me but if a client is a pain and very anal about the colors and does not understand that it´s not possible to have the exact RGB values because there is shadow, reflections etc. Then I would probably decide not to work with them again in the future.
Thank you. Do you have an example where it was hard for you to follow so I can have a look at it and make it better the next time? Overall this channel is not aimed at beginners. There are other channels that do a good jobs with this. I would say it`s for already somewhat experienced users 📊
Very interesting take, thank you for sharing, i never knew there was a side node, i wonder if adjusting the roughness would blur the transmission on a diffuse material, makes me think 💭 🧾📄 I Wish you a happy birthday and healthy and productive years ahead 🎉
Hey there and thank you very much for your comment. Roughness does unfortunately not blur the transmission because the thickness of a polygon is zero. What you could do to get a slightly blurred look is to use another set of slightly blurred textures for the transmission. I have not tried it myself but that should kind of work. Thank you also for your birthday wishes. Much appreciated 🙏🥰
great tutorial - especially the double multiply. I noticed no camera in this scene, as all rendering requires light of some kind I wondered if there are benefits to a large value HDRI and change the exposure down in the camera imager like a dslr? 40w bulb to be a constant and high power the HDRI to look visually close to a lit bulb in daylight etc. Also happy birthday.🧻
Hey thank you for your birthday wishes and your kind words. About your question... to be honest I don´t understand fully what outcome you are working towards 😅 I would appreciate if you could elaborate and help me understand. Thank You 🙌
@@SilverwingVFX say we created a daylight scene and included a lit 40W bulb light (no surface brightness)- we then add a HDRI and increase its power visually similar to how you would see a real lit 40W bulb in actual daylight (barely notice its power) . Then use the camera imager to expose back down to make the very overblown HDRI look normal. Is this any better than a scene where the HDRI is just at regular 0-2 power values? I know Octane works with real world settings best and I wondered if the scene was built this way with light values much above normal but pulled back in camera (like a real DSLR) does it help with anything? or as its 3D it doesn't matter. Just wondering if things like adaptive noise sampling etc benefited from larger light values even if your aim is a visually darker scene through an underexposed camera. I will do some tests to see if it even makes sense.
Heyyyy Yassin. Vielen Dank für die Geburtstagsgrüße und für deinen tollen Support. Freut mich wirklich sehr! Oh sehr nice Toscana! Wir haben hier in Deutschland auch fast Toskana Temperaturen gerade ha ha. Allerdings ist es vermutlich ein wenig schwüler hier.
I pictured this guy to look completely different then what he looks like.
Now you made me curious ha ha ha 😁
@@SilverwingVFXI didn't expect the long hair 😉
i imagined you were older short hair but also bearded@@SilverwingVFX sorry for that
@@bunny_kuma Ha ha. Thank you very much for your reply. No need to be sorry. Just interesting what picture the people have in mind when hearing my voice 🙌
Thanks, I'm very into the subject, I've been watching it 10 times.
Ha ha thanks. I hope it was worth it.. Are you working on a project where you need this kind of paper shader?
Happy Birthday Raphael, Great Tutorial as usual. Thanks.
Thank you for the birthday wishes. Much appreciate those as well as your compliments ❤️
Happy bday Raphael!
Great Tutorial as usual. Thanks.
Thank you Hector. Great to hear that you liked it 🙌
Since I discovered your channel, I decided to watch every one of your tutorials because they are so good
Thank you for this great compliment 😊
Great to hear that you like the videos 🙌✨
happy birthday dude! great video as usual
Thank you very much for the birthday wishes and the nice words. Much appreciated 🙌✨
Always you makes me the knowledge I had in Octanerender an easy and wonderfully new perspective. Thank you.
Hey Jeon, thank you very much.
Great to hear that. I very much appreciate your kind words 🙏🙌
You are scientist of shading and lighting!
Thank you very much. I am doing my best 🙌✨
Happy Birthday Raphael! 🎉🎉🎉Good video as always, Thanks for sharing! ❤
Thanks so much Alejandro. Much appreciate your birthday wishes and overall positivity 🎉
A great start into this week to you 🙌✨
Ahh coming back from holiday to a couple new Silverwing videos, very nice!
Welcome back and enjoy the show. According to the audience feedback the last ones are rather nice 😊
📑
Happy birthday Raphael, have a great celebration. 🎉
Thank you very much 🙏🙌✨
Happy birthday!🎂Every one of your videos has helped me so much, thank you so much for sharing!
Hey, thank you very much for your super nice comment. Much appreciated. Great to hear that the content helped you 🙌
Also thank you so much for finding your way to my patreon and your decision to support me. I very much appreciate it 🙏🙌🎉
🗒🗒Happy birthday, Raphael!! 🗒🗒
Thank you for sharing your knowledge!!
Cheers!!
Hey Fernando.
Super nice seeing your comment here.
Thank you for your great birthday wishes ❤️ and your kind words.
Again much appreciated ✨😊
Raphael, you are a wonderful human being.
Thanks so much for the huge compliment ❤️
Thank you for the tutorial Raphael! I hope you had an amazing birthday!! 📝
Thank you very much. I had a great birthday indeed. Thank you for asking 😊
Great to see you liked the tut and also watched till the end 🙏🙌✨
Thank you and happy birthday 🙂🧾🧾
Hey Jirko, thank you so much for your kind words, your support and watching the whole video 🙌
Thank you! Looking forward to making some art with this level of delicacy
Glad you hear that you like it. Looking forward seeing what you do with it!
Nothing short of fantastic!!!
Wow thanks for the compliment. Did not expect this one. Very happy you like it 🙌✨
happy birthday
Thank you very much Murathan ❤️
Alles Gute zum Geburtstag Raphael! 📃
Viiielen Daaaank 🙌😊
Auch fürs dran bleiben und ans Ende schauen 🙏
Happy birthday!!!! Thanks for the tut definitely gonna spend my Sunday messing with some paper shaders 📝
Thank you for the birthday wishes. Great to hear that. Happy playing then 📃🗞️✨
Looking forward to the results 😊
Herzlichen Glückwunsch zum Geburtstag! Wie man sieht, hast Du die Party ganz gut überstanden ;)
Ha ha ha ha. Auch wenn meine Haare "Rockstar" sagen, bin ich eher der rugige Typ, der mit einem guten Essen und einem Bier im Sonnenschein zufrieden ist.
@@SilverwingVFX geht mir mittlerweile ebenso :)
Happy birthday my man 🤘 Thank you!!!
Thank you very much Charis for your birthday wishes as well as the nice comment ❤️😊
@@SilverwingVFX 🙏🙏🙏
Happy bday legend thank you
Thank you very much Yugal. Appreciate it a lot 🥰
Thank you A LOT for this tutorial! I worked with paper IRL quite a bit and I struggle to achieve a realistic result in 3D, because there's a lot of small nuances to it. I wonder if there's a way to trick Octane into showing a bright reflection on the poligon edge and mimic paper thickness without adding actual geometry? And if paper is cut with a knife, the edge has a very particular uneven L-shape, that also gives a tiny shadow or additional lighting bounce close to the edge, it immensly boost the realism (I don't really think it's possible to replicate this effect without adding geometry, but for thin paper even bright reflection on the edge IMHO is enough).
Thank you for your great comment and input.
The only thing I can think of to get to those "edge cases" is with normal maps. Though of course it falls apart when you either get to close or your view is too flat. Having a normal map that acts like the last couple of pixels of the rim face to the side will give you the right lighting / reflections there. You would also have to use a side shader to make the normal map go into the right direction on both sides (invert it on the back side of the polys)
@@SilverwingVFX thank you very much for the advice!
Oh God! How old are you now? You look 28 years old)) May you live a long, heathy and happy life.
Happy birthday, dear Raphael!
Thank you PXOL. Actually I am 39 😇 So your guess is a huge compliment ha ha.
And thank you so much for your kind birthday wishes. Much appreciated!
Happy Birthday! The first video I watched on Monday😁
Yaaay, thanks yo much for choosing my video. I hope it was worth it 🙌✨
Brilliant Tutorial as usual my man!
Ohhh, thanks for the compliment. That´s very nice to hear. Thank you so much ❤️
Great video as always. Happy belated birthday Raphael. Mine was the day prior to yours. haha
Ohhhh. Belated happy Birthday to you also🥳🎉🎊
I hope you had a great Day!
Cheers and than you for the nice comment!
Thanks so much for this tip and happy birthday :-) I was just struggling with some leaves and flower petals and this gives me a much better understanding of what is going on.
You are very welcome. Appreciate that the video provides you with some extra info. Fingers crossed you can make the jump to a amazing pedal / leave material.
It´s not in the video to keep it short. But I usually set the material to a Universal Material because of the reflection you get, that you need in a lot of cases (make sure it is still using diffuse transmission)
Cheers, a good start into this week and happy shading!
thank you so much
You are very welcome 🙏🙌
Thank you so much, love your work guys. Keep going
Thank you very much Nam. Just one guy on this side 👋
Cheers and a great weekend!
📰 Happy belated birthday too.
Thank you very much 😊🙌 Also for watching the whole thing 👑
first of all, you are the king of octane hands down! One thing though. when I tried this effect something weird happened, this effect is good when you are using the gradient as you did, but if I use an image texture of a page with colored images and black text, all the colors are inverted, do you have a fix for that?
Thank you very much for your nice words and your question.
If you need to transform an image with colors into the right lightness values, you can easily do so by using the "Range" node.
This allows you to also map colors.
If you search for it with in the nodes with tab, its the second from the top in the search list.
Pipe your texture into the value slot.
Leave the input min and input max to 0 and 1. Set the output min to around 0.05 and the output max to around 0.7.
Then also use that in the multiply that goes in to the transmission (like I do in the video). Since there is color in there now, this should not invert your transmission.
I hope this helps!
Cheers
Nice! Intersting how you use Direct lighting to understand and focus on a particular thing. Thanks! 🧻😆
Hey hey, thanks once more for your comment and your support. Glad you liked it. Yeah sometimes less is more 🧻 Ha ha ha . Can be done with this technique too Thank sou for watching it all 😊
🎉🎉🎊🎊🎉🎉🎊🎊📄📄📃📃 Happy Birthday Raphael, receive a very big hug and as always thank you for the amazing tuts.
Ohhhh, thanks so much for your great comment. Much appreciate your birthday wishes and energy 🎉🎉🎉 Also great to see you watched till the end and liked it 😊✨🙌
👏👏👏 very nice tutorial
Hey there. Always a pleasure seeing your comments. Thanks so much. Appreciate that you like it!
Very nice!!! Amazing!
Can you do a tutorial on how to do realistic leaf, plants? This is something I strugle a lot.
Thank you very much for your comment.
Basically its the exact same approach as with this tut. But in the end you use a Universal material (make sure the transmission is still set to diffuse). This will give you a reflection on top which is needed for a lot of leaves. Hopefully you get there. Its only a small step from the end of this video.
Cheers and a great start into this week!
can you make tutorial for redshift please ❤
Hey there Abdu and thank you very much for your Comment and request.
Right now I mostly make Octane tuts. So right now its not very likely that I will make Redshift tuts. Sorry 😢
But maybe in the future some time.
It would not hurt to make a series of shaders on a new base of standard material.
Despite its name. the standard material is not the standard in Octane. It provides compatibility to Redshift and Arnold where the Materials is the Standard and therefore the name makes more sense.
Though thank you for letting me know. I might do a tut going over the differences. It even has one advantage that I can think of 😇
Nice one Raphael. I made a similar setup at work for doing paper or leaves a while ago, but remember running into issues with the specular color acting weird when setting up a Universal material with fairly glossy finish, in combination with the transmission. If I remember during the coming work week I will try to dig up a file like that and see if that is still an issue. Also, happy birthday! 📃
Thank you very much for your comment.
I usually use Universal too to get a reflection layer on top of the transmission. If you are using diffuse transmission in the universal settings, the outcome should be as expected.
Looking forward hearing back from you!
Man thank you for these video I'm a Blender Octane user and I have to reverse engineer these video but its cool . Just wanted to say thank you 👍😀
Thank you for your comment. Great to hear you can make it work with Octane Blender.
My take on this is that you probably remember it better because you have to think a bit more to make it work 🙌 Thank you for saying thanks. Much appreciated 😊✨
Even after using Octane since 2018 I still learn so much from your videos! Keep it up.
I was wondering if it is possible to recreate a black hole shader. I tried it myself but it was limited to a perspective.
Maybe for a next Long-Tip? ;D
P.S: Alles Gute nachträglich.
Thank you so much for your great comment and your nice words. And of course great to hear that my videos are offering some knowledge to you!
Happy birthday Raphael! Thank you so much for these amazing tips.
I have a question or maybe even a request for a Quick Tip video: How do you handle brand colours from clients? Putting in HEX values I get from clients always results in colours that are "off" because of the lighting. What I usually do is play with the exposure and saturation in the camera tag to get a "close enough" result but I'm not sure if this is the right way to fix this annoying problem.
Hey Bernwolff,
thank you very much for birthday wishes. I really appreciate it.
About your question:
I am fortunate that my clients mostly understand that lighting changes color values. For those who like the hue values intact I usually render mattes (custom AOVs) for the parts that are critical and then counter correct those in comp so they have the right tonality.
Luckily it did not happen to me but if a client is a pain and very anal about the colors and does not understand that it´s not possible to have the exact RGB values because there is shadow, reflections etc. Then I would probably decide not to work with them again in the future.
🗞️
Your training is very good, but in some trainings, you did not fully explain. Please teach from zero to hundred and step by step
Thank you. Do you have an example where it was hard for you to follow so I can have a look at it and make it better the next time?
Overall this channel is not aimed at beginners. There are other channels that do a good jobs with this. I would say it`s for already somewhat experienced users 📊
Very interesting take, thank you for sharing, i never knew there was a side node, i wonder if adjusting the roughness would blur the transmission on a diffuse material, makes me think 💭 🧾📄
I Wish you a happy birthday and healthy and productive years ahead 🎉
Hey there and thank you very much for your comment.
Roughness does unfortunately not blur the transmission because the thickness of a polygon is zero. What you could do to get a slightly blurred look is to use another set of slightly blurred textures for the transmission. I have not tried it myself but that should kind of work.
Thank you also for your birthday wishes. Much appreciated 🙏🥰
Loved it! Ironicaly, it felt like you handed us an awesome shader formula on a small piece of paper.📄
Congrats on your latest lap around the sun 🌞
Thank you. Ha ha, I was thinking of writing some easter egg on the receipt. Maybe I should do that more often. Thank you for the birthday wishes 😊
great tutorial - especially the double multiply. I noticed no camera in this scene, as all rendering requires light of some kind I wondered if there are benefits to a large value HDRI and change the exposure down in the camera imager like a dslr? 40w bulb to be a constant and high power the HDRI to look visually close to a lit bulb in daylight etc. Also happy birthday.🧻
Hey thank you for your birthday wishes and your kind words.
About your question... to be honest I don´t understand fully what outcome you are working towards 😅 I would appreciate if you could elaborate and help me understand. Thank You 🙌
@@SilverwingVFX say we created a daylight scene and included a lit 40W bulb light (no surface brightness)- we then add a HDRI and increase its power visually similar to how you would see a real lit 40W bulb in actual daylight (barely notice its power) . Then use the camera imager to expose back down to make the very overblown HDRI look normal. Is this any better than a scene where the HDRI is just at regular 0-2 power values? I know Octane works with real world settings best and I wondered if the scene was built this way with light values much above normal but pulled back in camera (like a real DSLR) does it help with anything? or as its 3D it doesn't matter. Just wondering if things like adaptive noise sampling etc benefited from larger light values even if your aim is a visually darker scene through an underexposed camera. I will do some tests to see if it even makes sense.
Herzliche Geburtstagsgrüsse 🎉 aus der Toskana. *paper emoji*
Heyyyy Yassin.
Vielen Dank für die Geburtstagsgrüße und für deinen tollen Support. Freut mich wirklich sehr!
Oh sehr nice Toscana! Wir haben hier in Deutschland auch fast Toskana Temperaturen gerade ha ha. Allerdings ist es vermutlich ein wenig schwüler hier.
📄📄📄📄📄📄📄
Ha ha ha ha. Thank you so much ❤️
📄
Thank you Joakim. Glad to see you watched it whole. Thanks for your support!