Hey there and thank you very much for your nice comment. ✨🙌🎁🎄🎁🙌✨ Very good addition. I am a bit shocked that I did not think of that. Cheers, a very Merry Christmas and Happy Holidays!
Great tutorial as always Raphael! Thank you so much for sharing such high quality content with us throughout the year, it truly means a lot. When you mentioned that work has been scarce for you this year, I genuinely felt bad because your talent deserves so much more recognition, I just want you to know how deeply appreciated you are. I’m wishing you all the success and opportunities in 2025, you absolutely deserve them and I will always be here to support you however I can. Take care of yourself and may you and your family have a joyful holiday season, a Merry Christmas and a happy, healthy new year ahead. 🎄
Thank you very much. I think this is just one way you can go about it. There are other ways that also would work that involve hemispheres and geometry. I wanted to try the mathematical approach... at least partly mathematical right now. Hopefully this process can be more streamlined in the future.
Thank you very much. As I said in the vid. It's not my idea. It's reverse engineered from Blender Nodes 😇 And yeah, the internal comp system, though not the best UI is really useful sometimes. Especially if you have to do a lot of product renders and can do the comp straight away instead of running hundreds of renders through After Effects 🙌
Thanks so much for such an amazing technique and providing the OSL script for free. Hopefully this coming year I'll be able to support you on Patreon. Wishing you and your family a merry Christmas and happy holidays as well!
Thank you very much for your super nice comment. I appreciate that you like the project and script. Also thank you very much for thinking about supporting me. Please look after yourself first. Only give if you really have enough. Cheers and a very Merry Christmas to you and your family too 🌠
Man that was soooooo coooolll to see how you do comping in Octane would love to see how you would comp a VFX shot one day Great video as all ways Have a wonderful Holidays 🙏😁 now im going to try and see if your OSL works in Oct. Blender 🧐🤭
Hey there and thank you so much for chiming in! Appreciate that you loved it. I am not sure if I would comp VFX in there. Usually the best use use-cases are e.g. if you have a lot of rather similar product renders that you do not want to load into an additional comp application. You want them to be finished after they have been rendered. So you can basically set the comp stages and then they get repeated for every product shot you do. The OSL and everything I show should definitely work in Blender Octane. Let me know if you have difficulties so we can make it work!
A simpler workaround for the floor reflection issue would be using the Raytype preset inside the OSL Texture node (?) Just telling the white plane material to not show up in reflections is what I mean.
Thanks for the suggestion. I tried that. It seems like the script only works for direct camera rays. If it was working for singular rays, then it would also work for DOF. It would be rather nice if that would be the case because this would mean that the workflow would be even more elegant. As of now. if you turn off the plane for the reflections, then you would see the reflections of the unaltered HDRI far away and therefore not matching with the floor plane unfortunately.
Hi, why not using hemisphere as background and for floor flattened the other half of the sphere for such setup? Both objects will be properly visible, matching and dof will look correct.
Thank you for your comment and the question: There are multiple way you could do it. One of which would be the flattened floor to Hemisphere you are speaking of. There are some problems with those method though: You need two floor planes then. One that is emitting the light, and another that catches the shadow (It can't be the same plane) Area lights like mesh emitters do not have importance sampling. With small light sources like the sun this will lead to very noisy rendering. There are certainly workarounds for this too. Just saying that I did not encounter a problem free method yet. You always encounter some problems. If I can make it the perspective of the floor will be generates from the ray origin instead of the camera origin I will solve the DOF problem. P.s. I do not mention it in the video. But Motion Blur works with this projection technique.
Hey there and thank you very much for your comment. Unfortunately I am not aware what you mean by "Scene Synthesis" Could you explain this a bit more in detail please!
Thank you for an amazing year Raphael! 🎄 Marry Chrismukkah - and may I add that I wish for peace!
Hey there and thank you very much for your nice comment. ✨🙌🎁🎄🎁🙌✨
Very good addition. I am a bit shocked that I did not think of that.
Cheers, a very Merry Christmas and Happy Holidays!
Great tutorial as always Raphael! Thank you so much for sharing such high quality content with us throughout the year, it truly means a lot. When you mentioned that work has been scarce for you this year, I genuinely felt bad because your talent deserves so much more recognition, I just want you to know how deeply appreciated you are.
I’m wishing you all the success and opportunities in 2025, you absolutely deserve them and I will always be here to support you however I can. Take care of yourself and may you and your family have a joyful holiday season, a Merry Christmas and a happy, healthy new year ahead. 🎄
Echt ein tolles Video🎄
Schöne Weihnachten und eine guten Rutsch ^^
Oh, vielen Dank.
Freut mich, dass es Dir gefallen hat ✨🙌🎁🎄🎁🙌✨
Ich wünsche Dir auch eine gute Zeit und ein frohes Fest!
Merry Christmas Raphael
Hey hey and thank you very much.
A very Merry Christmas and Happy Holidays to you too ✨🙌🎁🙌✨
Wow thank you! ive been looking for this hdri effect for sometime but not many tuts clear indication. Especially with octane!
Thank you very much. I think this is just one way you can go about it. There are other ways that also would work that involve hemispheres and geometry.
I wanted to try the mathematical approach... at least partly mathematical right now. Hopefully this process can be more streamlined in the future.
Incredible work, thank you 🎄
Ohhh thanks so much. ✨🙌🎁🎄🎁🙌✨
Super nice use of OSL !
Would kill to have that (and Octane's compositing / render layers possibilities) in Redshift
Thank you very much. As I said in the vid. It's not my idea. It's reverse engineered from Blender Nodes 😇
And yeah, the internal comp system, though not the best UI is really useful sometimes.
Especially if you have to do a lot of product renders and can do the comp straight away instead of running hundreds of renders through After Effects 🙌
Thanks so much for such an amazing technique and providing the OSL script for free. Hopefully this coming year I'll be able to support you on Patreon. Wishing you and your family a merry Christmas and happy holidays as well!
Thank you very much for your super nice comment. I appreciate that you like the project and script.
Also thank you very much for thinking about supporting me. Please look after yourself first. Only give if you really have enough.
Cheers and a very Merry Christmas to you and your family too 🌠
Thanks! Its awesome!
Thank you very much.
Let's say there is (some) room to improvement. I appreciate that you like it though!
Huge thank-you for this awesome early Xmas present Raphael! 🙏❤️
You are very welcome. Hopefully this is of use despite the limitations 😇
Thanks! Happy Holidays
Thank you and also Merry Christmas and Happy Holidays ✨🎁✨
Man that was soooooo coooolll to see how you do comping in Octane would love to see how you would comp a VFX shot one day Great video as all ways Have a wonderful Holidays 🙏😁 now im going to try and see if your OSL works in Oct. Blender 🧐🤭
Hey there and thank you so much for chiming in!
Appreciate that you loved it.
I am not sure if I would comp VFX in there. Usually the best use use-cases are e.g. if you have a lot of rather similar product renders that you do not want to load into an additional comp application. You want them to be finished after they have been rendered. So you can basically set the comp stages and then they get repeated for every product shot you do.
The OSL and everything I show should definitely work in Blender Octane. Let me know if you have difficulties so we can make it work!
Fantastic!!! Happy Holidays!
Thank you and great that you seemed to have liked it.
Merry Christmas and Happy Holidays to you too ✨🙌🎁🙌✨
Wow! this is huge! 🎉 thank you
Thank you very much Carsten 🥇🎉
Thanks you so much!!
thank you so much!☺🎁🎄
You are very welcome and thank you for the ✨🎁🎄🎁✨
My God. I literally tried this 2 Days ago and struggled. Nothing useful popped up on Google, so I just fudged the look. HERE YOU ARE KING TO SAVE ME
Oh, that's interesting. Great to hear that this is something I could help you with. Super nice coincidence 🎉
This is nice!
Will it work with other renders osl? Redshift? Arnold? 😮
A simpler workaround for the floor reflection issue would be using the Raytype preset inside the OSL Texture node (?) Just telling the white plane material to not show up in reflections is what I mean.
Thanks for the suggestion. I tried that. It seems like the script only works for direct camera rays. If it was working for singular rays, then it would also work for DOF.
It would be rather nice if that would be the case because this would mean that the workflow would be even more elegant.
As of now. if you turn off the plane for the reflections, then you would see the reflections of the unaltered HDRI far away and therefore not matching with the floor plane unfortunately.
Hi, why not using hemisphere as background and for floor flattened the other half of the sphere for such setup? Both objects will be properly visible, matching and dof will look correct.
Thank you for your comment and the question:
There are multiple way you could do it. One of which would be the flattened floor to Hemisphere you are speaking of.
There are some problems with those method though:
You need two floor planes then. One that is emitting the light, and another that catches the shadow (It can't be the same plane)
Area lights like mesh emitters do not have importance sampling. With small light sources like the sun this will lead to very noisy rendering.
There are certainly workarounds for this too. Just saying that I did not encounter a problem free method yet. You always encounter some problems.
If I can make it the perspective of the floor will be generates from the ray origin instead of the camera origin I will solve the DOF problem.
P.s. I do not mention it in the video. But Motion Blur works with this projection technique.
Can scene synthesis be applied to this case?
Hey there and thank you very much for your comment.
Unfortunately I am not aware what you mean by "Scene Synthesis"
Could you explain this a bit more in detail please!
🎄🎅
✨🎄🎅🎄✨
That's great, thanks for your work
You are very welcome 🙌