Just as I thought dude, everyones wanting to cross back over to Octane ! Top job, in depth tutorial and straight into whats important. The best Octane tutorials by a mile.
I've watched both of these videos for a completely unrelated render (not nature) and it has helped me so much! There's a ton of good information in these videos, I appreciate you going into depth on what can happen and what might be better. I'll be posting my speed-art for this render tomorrow! Thank you for your help!
This was actually one of the best Octane tutorials I have watched. I FINALLY figured out how to get fog and god rays to work in the 3DS Max version of Octane too! Can't wait for whatever is next! I'd love to see a tutorial on realistic car paint and taillight/headlight shaders (how to build the geometry correctly and how to build the shaders to work with that geometry).
You are amazing. Extremely clean and concrete tutorial, I learned a lot. Thanks so much for this! Just one thing... turning the scatter localization points off in the viewport improves the c4d viewport speed a lot.
Loving this stuff! 👊💪👍 snowy landscape would be cool. I would love to use octane at work... We do have it, but dont use it for (Light) simulations that i sometimes do for our customers. Becouse i cant get the ies-lights work in octane as good as the cinema 4d physical. Any tips? Really dont like the slow workflow with physical renderer... I need these large landscapes AND good(our company uses own ies-files) ies-files support.
your light may need to be smaller. and make sure you click off surface brightness! ( thats what helped me at least.) also, play with your density from .002-.04 somewhere between there. also make sure your absorbtion color is set to white!!!!!!
Thanks a lot. The scenes you're creating are beautyful, I like especially the one with soring lanterns in the forest. Amazing!!! Snowy tutorial with Octane, please!
Can you share your process of putting together that lantern sequence in the end? It would be really insightful to see how you think about object motion in a 3d environment (like with those area lights and camera movements). Your videos are great because through a given project I get to see how you think about stuff in general. It’s more of a “how to go about doing something like that” instead of “how to mindlessly copy this”.
Rafael Zaaz thanks a ton!! Really great to hear that I’m teaching concepts rather than just button pressing - that’s definitely the goal. As for the lanterns, there’s not a ton to say other than that I used slow, controlled camera movement, so usually just two linear keyframes and extremely simple. The lantern movement was also just a couple position and rotation keyframes, but with a vibrate tag so they’d rotate with a bit more randomness and look like they’re floating in the wind a bit. If you want more camera animation and lighting tips from me, check out my siggraph presentation on digital cinematography!
Cool, I'm checking that out. Digital cinematography is what I'm after. You converted me into Octane and using the scatterer. I'm just not sure about how to optimize landscapes and volumetrics to get decent rendering times and how to think about Octane rendering optimization in general (I have only one 6gb GPU). So would love your take on that next time. Thanks!
A M A Z I N G! David, what about some infinite oceans tutorials? Thank you for all these amazing tuts for the Octane community! Jules Urbach should pay you some fixed amount a month for life, just like John Martin did for Charles Bukowski!
ArgoBeats thanks so much!! Actually I’m officially sponsored by Otoy at this point, which really frees me up to make more of these. I feel super lucky and Otoy rocks!!
Really helpful note that in this mode, Volume Step Length doesn't do anything - would be a nice feature request for OTOY to grey out options that don't do anything. Also helpful to learn how 'Phase' works.
I use 1080tis, so 11GB, but using scatter doesn't consume that much more vram since they're all instances of the same plant or tree. The more variants you include, the more it will eat up that vram for sure. Luckily, Octane 4 is coming out soon and that has no limits because it uses out of core geometry and textures!
So my understanding is that the Core is Octane Standalone, or basically the engine that your scenes are sent to from the C4D plugin, and right now the entire scene has to be uploaded to the core, or your GPU's VRAM. Out of core means that if it goes over the GPU's VRAM it's then loaded to system RAM instead, basically an overflow pipe (with some speed cost but not a ton), so your scenes can be as big as you want!
Your render times are over 1 hour per frame?? Or do you adjust the samples before doing the final render? This is mainly my problem with octane. I always get ridiculous render times even using 2 gpus...
hi david... thank you very much for these tuts, really helpful... i am just curios about the computer you are using... please can you share you pc specifications ??
Hi David, first of all thanks for the tutorial, i can't describe in words how much help the tutorial did in my project !. i'm having a little difficulty, my god rays aren't that sharp as you have in your scene and also my sunlight isn't that strong, I've tried cranking up and down some settings but still god rays aren't that strong. though there is a lot of fog showing in scene but not god rays, even if i place a spherical area light and crank it up using float texture and make it way smaller, there is only light visible in the fog, no god rays are being formed. could you help ? BTW thanks again for the tutorial.
did you have trees or objects that the light is shining through that would create shadows? there won't be any god rays unless there are objects blocking the light to create shadows in the fog
@@octanejesus yeah there are trees blocking the sunlight but God rays aren't that sharp. And sunlight is also not that bright even if I Max it out compared to your scene. Do you have multiple sunlight?
Thank you, i have no words, crazy techniques then smooth breakdowns, you're the Man ! Are you pumped for octane 4? What are you thoughts on that one? + do you want to try other LUTs? I will email you.
Hey David, love the tutorial. I had a question regarding using the Hyperwind parameter in the Forester Multiflora object. I had a simple grass placed on a plane using the octane scatter. Then I dropped a noise displacement on the plane, and turned on the Hyperwind parameters. I went to render this scene and it only rendered one frame. Maybe you could help? Thanks!
Mr.Graphics usually that means you’re overdriving the VRAM on your graphics card. Try reducing the number of grass variants and see if it works, or testing with a smaller scene first! Then figure out at what point it’s breaking and don’t go above that. Luckily, Octane 4, which is due out soon, should fix these issues because it’ll have out of core geometry, so theoretically unlimited scene scale and geometry
Thanks for the awesome tutorial! I am wondering though why my god rays are only visible when I'm looking directly into the sun. They seem to be visible from the side in your case at '32. Bonus question: Is it possible to get those rays through a glass surface? (Like through a colored church window, you know?)
I think they're coming from the side because there are mountains and trees off camera to break them up from the side. That's one benefit of creating a big procedural world and then exploring within it, because there's detail off-camera that can create shadows and interact with the lighting, and you don't really have to think about it. Not sure about the glass, but try it out and let me know!
Hi. How to make octane`s windows to be integrated in C4D? I mean on video it opens Viewer as another tab in C4D, but when I open Viewer it opens in different window
@@octanejesus wow thank you, I tried recreating ur layout cause i really like it, but I dont like fiddling around with those palettes. can't thank you enough:)
David, out of the box, my two trees and the daylight behind them gives a much brighter result in the live viewer. I went back to R19 and Octane 3.07 to retry it and got the same. The scene is much brighter than what you get from the start. Is there something I keep missing because I notice this for every octane tutorial you give. Is there some presetting you use with octane that is darkening the image? I notice if I use a gamma of 0.5 I can approximate what I see in youtube here.
definitely want to do an underwater scene that's murky and atmospheric, with bubbles and god rays and stuff like that. There's probably a way to fake the caustics though by projecting from a light with an animated texture!
Silly question.. The technique you use for flickering lanters/ lights?.... I tried a few test renders trying to animate a natural moving fog. Not so good results. Always seems to want to move so fast. Octane Fog was good for animating kicking up dust behind a car though! Great tut as always my dood!
I have difficulties finding tips on how to get Water influenced by xparticles/realflow looking like.. water. It always seems to be viscous. It just does not look right. Perhaps you got tips what a optimal particle count would be to have a proper looking fluid animation like you would imagine it from a flipsim in houdini
Honestly I hate fluid sim work for that exact reason. This is the best looking fluid project I've managed to create: arievvisuals.com/work/#/new-gallery-75/. That was all XP, but even so, I hated all the caching and tweaking, so I'm probably not the person to do that tutorial. I'm also extremely intimidated by Houdini hahaha...
Hello again.. :0 I skimmed through your work a lil. You made this carpaint whale: arievvisuals.com/work/#/immortalys/ Would you mind to elude how you set up the seethrough belly? Like if the inside is green or if its some kind of SSS.. And how the northlight pattern is being projected onto him. Just asking since you wanted suggestions anyway. And shading tricks never get old.
Marienkarpfen yeah that could be cool to give a breakdown on! For the see through effect, I just brought down the opacity a bit, and the light pattern on the surface of the whale is just a cool fractal from trapcode form, which is then rendered as an image sequence and brought into octane as an animated texture in the blackbody emission channel. There are also some gold flecks that are a bit more complex, like a car paint shader, so yeah I may do a tut on that at some point. Thanks for the suggestion!
Amazing tutorial, so helpful. I have a noobie problem tho, I can't figure out how to export the rendered image... ? If I click file -> "Save as..." in the live viewer I only get an image with the resolution and aspect ratio of the live view, and if I hit the C4D render button (with octane engine selected) I get this weird 720p render (project setting is 1080p) that looks like when you use "solo node". Somebody send help pls :( You'll get +2 internet points
Thanks btw for the tutorial videos you made. I was struggling with my Final Project of my studie then i came to here. Very very insipiration for me. For my question, how long you've took for rendering whole object? Sorry for bad english i hope you could understand my word hahahah
Alright, so I am getting a problem from the get go, I have octane camera and a daylight, but my sun is wayyy to bright. Is a octane setting incorrect? I have to amp up my thickness to 10K just to see only the sun with everything black like david has at the very beginning, and as I go through the tutorial I get nice shadows but no rays. any ideas guys?
same here... almost not possible to get rays... seems all light sources are blurred from the beginning... for example my sun in the sky has no sharp edges as the one of your example with the two trees... strange... render setting?
Just as I thought dude, everyones wanting to cross back over to Octane ! Top job, in depth tutorial and straight into whats important. The best Octane tutorials by a mile.
Hands down the best toturials out on the internet. Thank you so much.
Great tut David! Those last shots with rice lanterns were super nice.
Niclas Lundmark Thanks!!
I've watched both of these videos for a completely unrelated render (not nature) and it has helped me so much! There's a ton of good information in these videos, I appreciate you going into depth on what can happen and what might be better. I'll be posting my speed-art for this render tomorrow! Thank you for your help!
that's awesome to hear!!
I kept visiting your page every day for this tutorial! Please keep sharing your work!
This was actually one of the best Octane tutorials I have watched. I FINALLY figured out how to get fog and god rays to work in the 3DS Max version of Octane too! Can't wait for whatever is next! I'd love to see a tutorial on realistic car paint and taillight/headlight shaders (how to build the geometry correctly and how to build the shaders to work with that geometry).
Awesome!! Really glad that worked for you over in Max too! And great suggestion -- car paint is a big one for sure!
Agreed - the previous part is superb too. Top content there David!
Awesome again! Thank you David :-) Idea for next tutorials: caustics? Pools with caustics, glasses and bottles with caustics? Diamonds etc...
Jesus teaching us how to make god rays, it is definitely legit
hahaha
and he got the looks too... your the best david.
@@momkedir here is something very interesting for you!
th-cam.com/video/h2X28n49aMo/w-d-xo.html
hahahahahahahah, hilarious man
OH MY GOD. I need to lie down. I think I'm gonna faint. THIS IS HARRDD
You are amazing. Extremely clean and concrete tutorial, I learned a lot. Thanks so much for this!
Just one thing... turning the scatter localization points off in the viewport improves the c4d viewport speed a lot.
ix bix thanks a ton, and thanks for the tip!!
Thanks David, snow scene can be verry nice for the next tutorials :)
Thanks!! Yeah I think that's what I'll do next!
Incredible stuff man. Thanks so much for sharing.
you're a god. Love everything you do and you started making these JUST as i was able to buy octane. massive legend
Ryvi // so good to hear!!
BEST TUTORIAL EVER I DONT EVEN HAVE ANYTHING ELSE TO SAY THX JESUS
Who knew Bam Margera would once teach me some CGI tricks!
hahah never gotten that one before
loved the lanterns !! so nice ! Thanks David
We need to explore a little bit more of Octane. Great tips! Loved it
Loving this stuff! 👊💪👍 snowy landscape would be cool. I would love to use octane at work... We do have it, but dont use it for (Light) simulations that i sometimes do for our customers. Becouse i cant get the ies-lights work in octane as good as the cinema 4d physical. Any tips? Really dont like the slow workflow with physical renderer... I need these large landscapes AND good(our company uses own ies-files) ies-files support.
I could not see the rays. I did everything as in the video but there are no rays. Can octane settings need to be changed? Tell me please!
your light may need to be smaller. and make sure you click off surface brightness! ( thats what helped me at least.) also, play with your density from .002-.04 somewhere between there. also make sure your absorbtion color is set to white!!!!!!
omg guess I won't sleep this night haha ! Amazing tutorial, really. Thank you so much
Perfect job well done , I would like to ask you if you can make some tutorials for the end shot " 34:57 " with the light
Yes please !!
Thanks man! Awesome visuals and tutorial. Although the volumetric lights are quite complicated to setup. I had to watch the tutorial several times..
Thanks a lot. The scenes you're creating are beautyful, I like especially the one with soring lanterns in the forest. Amazing!!!
Snowy tutorial with Octane, please!
sem mussaev Thanks!! Awesome I think snowy scene is next for sure
Thank you very much! So much useful information there.
Can you share your process of putting together that lantern sequence in the end? It would be really insightful to see how you think about object motion in a 3d environment (like with those area lights and camera movements).
Your videos are great because through a given project I get to see how you think about stuff in general. It’s more of a “how to go about doing something like that” instead of
“how to mindlessly copy this”.
Rafael Zaaz thanks a ton!! Really great to hear that I’m teaching concepts rather than just button pressing - that’s definitely the goal. As for the lanterns, there’s not a ton to say other than that I used slow, controlled camera movement, so usually just two linear keyframes and extremely simple. The lantern movement was also just a couple position and rotation keyframes, but with a vibrate tag so they’d rotate with a bit more randomness and look like they’re floating in the wind a bit. If you want more camera animation and lighting tips from me, check out my siggraph presentation on digital cinematography!
Cool, I'm checking that out. Digital cinematography is what I'm after. You converted me into Octane and using the scatterer. I'm just not sure about how to optimize landscapes and volumetrics to get decent rendering times and how to think about Octane rendering optimization in general (I have only one 6gb GPU).
So would love your take on that next time. Thanks!
great tutorials dude. maybe try some underwater scenes?
was waiting for this all week, love the tutorials
A M A Z I N G! David, what about some infinite oceans tutorials? Thank you for all these amazing tuts for the Octane community! Jules Urbach should pay you some fixed amount a month for life, just like John Martin did for Charles Bukowski!
ArgoBeats thanks so much!! Actually I’m officially sponsored by Otoy at this point, which really frees me up to make more of these. I feel super lucky and Otoy rocks!!
Great, congratulations, David! Can't wait to see more of your top-notch tuts!
such a wonderful tutorial.. thanks for your work as always David
Amazing tutorial! Beautiful renders
Very nicely done. Clear, understandable and information packed, Thank You!
Really helpful note that in this mode, Volume Step Length doesn't do anything - would be a nice feature request for OTOY to grey out options that don't do anything. Also helpful to learn how 'Phase' works.
Thanks Sawchak!
Thanks a lot. A lot of sweet spots to manage but its really rewarding.
Bobby Lachapelle glad to hear it!!
The more poligons you have, more ram will be consumed in the final render right?
How mutch ram do you have?
I use 1080tis, so 11GB, but using scatter doesn't consume that much more vram since they're all instances of the same plant or tree. The more variants you include, the more it will eat up that vram for sure. Luckily, Octane 4 is coming out soon and that has no limits because it uses out of core geometry and textures!
David Ariew Thanks for the information!
Just another question, what is core geometry?
So my understanding is that the Core is Octane Standalone, or basically the engine that your scenes are sent to from the C4D plugin, and right now the entire scene has to be uploaded to the core, or your GPU's VRAM. Out of core means that if it goes over the GPU's VRAM it's then loaded to system RAM instead, basically an overflow pipe (with some speed cost but not a ton), so your scenes can be as big as you want!
Currently there are out of core textures, but not out of core geometry, and that's what's coming in Octane 4!
thanks for this amazing light tutorial!!
Are you planing to do any Snowy Mountain Tutorial for Octane C4D??
Hope to see a snowy scene tutorial
Awesome stuff! Thank you for sharing to us this. We really appreciate your efforts! Tutorial suggestion how about some car shaders workflows.
Thanks!! And thanks for the suggestion!
so nice ! i was waiting for this tutorial
Great tutorial. Greetings.
I vote for snow Mr. David
Awesome, thanks for the vote!
The last tutorial crashed my pc , wtf do you have inside that pc?a demon? love the tutorials man
hahaha yeah you gotta watch out for those crashes with this stuff. thanks!!
David Ariew 😂😂hahaha made this with a gtx 750ti , now i wanna kill myself.
imsato oh noes
Press f to pay respects .
th-cam.com/channels/rKZPs2gAwuXjAc9J3uwqTA.htmlvideos?view_as=subscriber
really great your tutorial, thanks a lot for your work but, what about interiors? maybe a volumetric light across the room.
So good! Thanks, David! Informative as usual! You actually helped me solve the problem I was having!
great to hear! thanks Ben!
Wow what a tutorial ....thank u so much
GAWDRAYS THANK YOU EYEDESYN !!
Please make some rainy or snowy scene tutorials!!!
brilliant, David!
great tutorial hank you very much
Your render times are over 1 hour per frame?? Or do you adjust the samples before doing the final render? This is mainly my problem with octane. I always get ridiculous render times even using 2 gpus...
Can recommend a PC single configuration?Used for gorgeous C4D works
IG will be full of godrays in the next days u will see lmao nice tut!
RichieMotion hahaha if so then I’ve done my job
hi david... thank you very much for these tuts, really helpful... i am just curios about the computer you are using... please can you share you pc specifications ??
Hi David, first of all thanks for the tutorial, i can't describe in words how much help the tutorial did in my project !. i'm having a little difficulty, my god rays aren't that sharp as you have in your scene and also my sunlight isn't that strong, I've tried cranking up and down some settings but still god rays aren't that strong. though there is a lot of fog showing in scene but not god rays, even if i place a spherical area light and crank it up using float texture and make it way smaller, there is only light visible in the fog, no god rays are being formed. could you help ? BTW thanks again for the tutorial.
did you have trees or objects that the light is shining through that would create shadows? there won't be any god rays unless there are objects blocking the light to create shadows in the fog
@@octanejesus yeah there are trees blocking the sunlight but God rays aren't that sharp. And sunlight is also not that bright even if I Max it out compared to your scene. Do you have multiple sunlight?
@@RahulVerma-ig6gu I have the same problem, you find the solution??
YOU ARE MY LIFE SAVER!!!!!
Hello, thank you very much for the tutorial :)
Thanks for watching!
Underwater scene will be amazing ☺️
Sweet!
Thank you, i have no words, crazy techniques then smooth breakdowns, you're the Man ! Are you pumped for octane 4? What are you thoughts on that one? + do you want to try other LUTs? I will email you.
ikola one thanks a ton!! Yeah octane 4 is gonna be a game changer!
Hey David, love the tutorial. I had a question regarding using the Hyperwind parameter in the Forester Multiflora object. I had a simple grass placed on a plane using the octane scatter. Then I dropped a noise displacement on the plane, and turned on the Hyperwind parameters. I went to render this scene and it only rendered one frame. Maybe you could help? Thanks!
Mr.Graphics usually that means you’re overdriving the VRAM on your graphics card. Try reducing the number of grass variants and see if it works, or testing with a smaller scene first! Then figure out at what point it’s breaking and don’t go above that. Luckily, Octane 4, which is due out soon, should fix these issues because it’ll have out of core geometry, so theoretically unlimited scene scale and geometry
Flippin awesome as always! I'd love to see how to do this in Redshift as well. Also, I need more GPU's !
Hello. How u add the grass on the bottom ?
Thank you so much, what would you recommend for rendering animations of these scenes in terms of hardware or settings?
Hey David! Great Tutorial. I want to know more about cloud sims, liquid and fire sims in render out in octane. Just a request. :)
nice tutor dude!
Thanks for the awesome tutorial! I am wondering though why my god rays are only visible when I'm looking directly into the sun. They seem to be visible from the side in your case at '32.
Bonus question: Is it possible to get those rays through a glass surface? (Like through a colored church window, you know?)
I think they're coming from the side because there are mountains and trees off camera to break them up from the side. That's one benefit of creating a big procedural world and then exploring within it, because there's detail off-camera that can create shadows and interact with the lighting, and you don't really have to think about it. Not sure about the glass, but try it out and let me know!
Dude. You're awesome
Thanks!!
Thanks a lot! It's very useful)
Hi. How to make octane`s windows to be integrated in C4D? I mean on video it opens Viewer as another tab in C4D, but when I open Viewer it opens in different window
Here you go! Open this layout and then save it as "Octane" or something like that: www.dropbox.com/s/tfao1p68zmnp4i7/AWESOME%203.l4d?dl=0
@@octanejesus wow thank you, I tried recreating ur layout cause i really like it, but I dont like fiddling around with those palettes. can't thank you enough:)
David, out of the box, my two trees and the daylight behind them gives a much brighter result in the live viewer. I went back to R19 and Octane 3.07 to retry it and got the same. The scene is much brighter than what you get from the start. Is there something I keep missing because I notice this for every octane tutorial you give. Is there some presetting you use with octane that is darkening the image? I notice if I use a gamma of 0.5 I can approximate what I see in youtube here.
Holy shit scaling down the HDRi, I didn't know about that. Thanks you
no problem! glad that tip helped!
Please do underwater god rays and caustics using AO kernel. Is it even possible
definitely want to do an underwater scene that's murky and atmospheric, with bubbles and god rays and stuff like that. There's probably a way to fake the caustics though by projecting from a light with an animated texture!
really, really thanks
What octane version is it?
Does anyone know how to scatter trees in certain areas only? or avoid certain areas
vertex maps or just create geo where you want to scatter the trees and delete polys elsewhere
Silly question.. The technique you use for flickering lanters/ lights?.... I tried a few test renders trying to animate a natural moving fog. Not so good results. Always seems to want to move so fast. Octane Fog was good for animating kicking up dust behind a car though! Great tut as always my dood!
Sure thing! I show the flickering technique here at 31 mins in: th-cam.com/video/X9Z2xhIKh-M/w-d-xo.html
Light tunnels!
Thank you!
what hardware are you using?
I have difficulties finding tips on how to get Water influenced by xparticles/realflow looking like.. water. It always seems to be viscous. It just does not look right.
Perhaps you got tips what a optimal particle count would be to have a proper looking fluid animation like you would imagine it from a flipsim in houdini
Honestly I hate fluid sim work for that exact reason. This is the best looking fluid project I've managed to create: arievvisuals.com/work/#/new-gallery-75/. That was all XP, but even so, I hated all the caching and tweaking, so I'm probably not the person to do that tutorial. I'm also extremely intimidated by Houdini hahaha...
:/
Hello again.. :0
I skimmed through your work a lil.
You made this carpaint whale: arievvisuals.com/work/#/immortalys/
Would you mind to elude how you set up the seethrough belly? Like if the inside is green or if its some kind of SSS..
And how the northlight pattern is being projected onto him.
Just asking since you wanted suggestions anyway.
And shading tricks never get old.
Marienkarpfen yeah that could be cool to give a breakdown on! For the see through effect, I just brought down the opacity a bit, and the light pattern on the surface of the whale is just a cool fractal from trapcode form, which is then rendered as an image sequence and brought into octane as an animated texture in the blackbody emission channel. There are also some gold flecks that are a bit more complex, like a car paint shader, so yeah I may do a tut on that at some point. Thanks for the suggestion!
I'm having a lot of problems to create the effects of the tutorial, I've done it a few times and even though I try it, I do not get the same effects
Can you you please do an advanced destruction scene tutorial!!!
so damn good. Tons of amazing info in this!
Thanks Grant!!
Awesome dude!!
Really awesome tutorial,David.I just have a question is that if I want to render out the god rays render pass, what should I do?
gary Lee I think a volumetrics pass is being added in version 4, or maybe was released recently? I’m not 100% sure
If I apply pure black material to every object then render out the picture using for volumetrics pass.Does it work?
gary Lee I’ve never tried it but yes that could work! Let me know if that works for you
For the first part (light volume) I did the same thing but I haven't the same results
Thanks, man! Great!
Thanks for watching!
Love this
Nice video David! Can you maybe send project file, i have some difficulties?
Amazing tutorial, so helpful.
I have a noobie problem tho, I can't figure out how to export the rendered image... ?
If I click file -> "Save as..." in the live viewer I only get an image with the resolution and aspect ratio of the live view, and if I hit the C4D render button (with octane engine selected) I get this weird 720p render (project setting is 1080p) that looks like when you use "solo node".
Somebody send help pls :( You'll get +2 internet points
Where i can find the tree?
Thanks btw for the tutorial videos you made. I was struggling with my Final Project of my studie then i came to here. Very very insipiration for me. For my question, how long you've took for rendering whole object? Sorry for bad english i hope you could understand my word hahahah
hi where do u get your tree assets from ?
BRAVO!
*¿ how to download octane render ?*
What's your PC spec, cus I try on my pc it's really frustrated haha, but it's a great tutorial. Love it
Why does the computer crash when doing certain things?
how to get that glowing lantern ? u didnt put any lights inside the lantern?
It looks like he did put lights inside of them...and then made the textures semi-transparent.
I put lights inside the lantern and used the transmission channel to get them to shine through, exactly how we set up the leaf shaders
Big thanks
Alright, so I am getting a problem from the get go, I have octane camera and a daylight, but my sun is wayyy to bright. Is a octane setting incorrect? I have to amp up my thickness to 10K just to see only the sun with everything black like david has at the very beginning, and as I go through the tutorial I get nice shadows but no rays. any ideas guys?
same here... almost not possible to get rays... seems all light sources are blurred from the beginning... for example my sun in the sky has no sharp edges as the one of your example with the two trees... strange... render setting?
Yeah babay! awesome!
,y octane keeps crashing down :c