How to Light KitBash3D Assets in C4D Octane

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  • เผยแพร่เมื่อ 20 ก.ย. 2024

ความคิดเห็น • 16

  • @ArgoBeats
    @ArgoBeats 2 ปีที่แล้ว +6

    Thank you, for the future it would be nice to include the original files for these kind of kits where there are so many illuminated buildings/objects!

  • @Kuazzy
    @Kuazzy 2 ปีที่แล้ว

    Finally an official tutorial for this haha could have used this years ago! great stuff guys

  • @Itaketoomanypics
    @Itaketoomanypics 2 ปีที่แล้ว +1

    Very helpful!!!

  • @fiftyent_
    @fiftyent_ 2 ปีที่แล้ว +1

    amazing tutorial bro. Getting this thing with my spotlights where the outline of it is black/subtracting from the fog volume. Any way to fix this?

    • @fiftyent_
      @fiftyent_ 2 ปีที่แล้ว

      also i noticed this only happens when viewing my scene from a side angle inside octane camera..

  •  2 ปีที่แล้ว

    Part 2 ? First 30 seconds another photo or photoshop tutorial ?

  • @EscapeFromPost
    @EscapeFromPost 2 ปีที่แล้ว

    The part that never works for me regardless of pack or C4D version is Globalize Filenames. It APPEARS to work the first time you do it, with the textures getting the green check, but if you look at the material icons there's several still black (and clicking into any of them to check a channel like Albedo, it says (Error Loading Texture). If you Globalize Filenames, then save, then reopen the project: all the textures come back missing again, but have NO path in the Project Asset Inspector, and the Asset column just says (No Bitmap).

  • @ivanvargas5295
    @ivanvargas5295 2 ปีที่แล้ว +1

    I love these kits but my Computer can’t handle them. I have a maxed out PC with 3090 GPU and Ryzen 9 5950x CPU 128 GB ram but I can’t build a city using these Kits cause my PC crashes when I use to many of the buildings. I’m using the store front kit. Any suggestions as to what I can do. I tried using just 6 of the buildings in the store front kit and that was to heavy.

    • @303round
      @303round ปีที่แล้ว

      any luck with this?

    • @Mk74595
      @Mk74595 ปีที่แล้ว +3

      have you tried using instances of the buildings instead of object copies of each building?

  • @Kyrojii
    @Kyrojii 2 ปีที่แล้ว +2

    Hey, is it possible to do a lighting kitbash3d asset tutorial for Maya? thanks

  • @breakingankles
    @breakingankles ปีที่แล้ว

    Can you do this in Cinema 4D Lite as well?

  • @lilvolde
    @lilvolde 2 ปีที่แล้ว +1

    DL yikes

  • @SlobboVideo
    @SlobboVideo 2 ปีที่แล้ว

    Lol, he just imported all the assets and then he have only 500MB left out of 10GB of Vram. And he hasn't even started adding his own materials and objects.
    Add 2 more 4k materials and he's toast, Octane will go out of core, and become highly unstable. This is why CPU renderer is still king for huge scale renders.

    • @MrKlayVFX
      @MrKlayVFX 2 ปีที่แล้ว

      There's still some optimization you can do to the textures if you need to. Making any black and white maps as float. Also, if you're doing huge renders, you should really get a card with higher VRAM. Not saying CPU rendering is bad, just prepping your system for what type of work you do.

    • @loganpenciu7317
      @loganpenciu7317 2 ปีที่แล้ว +2

      If you get a 3090 with 24 GB of VRAM ($3000 on ebay) or 2 with NVlink for a total of 48gb of VRAM ($6000) then you are golden for a workstation. Or you can pay for a NVIDIA RTX A6000 ($7000) to get 1 card with 48 GB of VRAM. There are solutions to this. We're just at a point where 10-12 GB VRAM cards are not enough for large scale scenes (and they never were, users have always gotten around this with compositing and planning out their shots). It's all about working smarter not harder. Proper way would be to render out pieces of the city in chunks and then comp it all back together in a compositing application like After Effects, Fusion, Nuke, or Flame. If you're making a large scale scene, brute forcing it by getting all the geometry in 1 render isn't the best idea. They don't even do that in movies, it causes too many problems. That kind of approach only works for games in unreal engine. To which you wouldn't use Octane, or any render engine for that matter.