Dynamic Cloth Renders with Cinema 4D and Octane

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📋Tutorial Resources:

Timecodes:

0:00 - 0:40 - Intro
0:40 - 6:03 - Simulation Setup
6:03 - 8:09 Tweaks & Changes
8:09 -10:09 Notes
10:09 - 14:08 Cache & Retiming
14:08 - 18:14 - Octane Lookdev

#cinema4d, #octane, #3d
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I can't thank you enough for sharing your technique for this. I wanted to ask you when I saw your render, so happy about this ! Your work is crazy good

yassinedjebbari
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Thanks for all the support on this tutorial so far!
A couple of notes regarding things I forgot to cover during recording:

- When sending off to render add a second level to the subdivision (render), otherwise the geo will have a lot of prominent banding from not enough segments.
- Motion Blur in Octane can crash this quite frequently I'd suggest doing it in post.
- To reduce long render times invest in Topaz and render in 720 and upscale. With a render like this you can get away with it very easily.


Many thanks <3

Sketchyvisuals
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Woah, besides the insane visual, this looks so satisfying to make. So cool.

intgr
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It’s strange, but it’s as if in the C4D 2024 version the cloth simulation works differently

stefanjokovic
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I will translate this workflow to blender. nice video

rtdietrich
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when I export as Alembic and merge back in, it still has all of the layers from cloner where yours is merged into just one. This is awesome BTW.

joestevens
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Fantastic! Glad to see Octane render getting some ❤

bharat
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love it, so much fun playing around with

motionwithoskar
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Hi! I've watched lots of your tutorials. They are great! I am thinking of subscribing on Patreon. I just wanted to say that I keep seeing you put 2048 samples rate in the settings of an area light. But what really does this setting is the importance of this light. If you have several lights each one having "1" samples rate. It means Octane would render them equally. If three of them are set to "1" and another one set to "2", it means Octane would put more resources and passes into this light with "2". There is no need to put 2048. If you were right. Then the default setting would be 128 samples or 16000, not just 1. Love your tutorials. Have a great day!

MaksimSolodkov
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Keep it up brotha only getting better!

Mucharyan
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Wait why did you put the sampling rate to 2048?

The sampling rate in Octane does not mean that light gets those samples. It means it gets X amount MORE samples than OTHER lights.
You can put a million there and there won't be a difference if you have 1 light.

You put your sample count in the actual octane render settings: so for example 1024 in pathtracer.
Then if you have two lights and you put light A on sample rate on 4 and light B on 1 sample rate, Octane will divide those 1024 samples across those lights, with light A getting 4X as more samples than light B.

You mentioned you got a lot of noise with a second light. That may be because you added a second light which defaults on sample rate of 1, so one gets 2048(!) more samples than the other one, which makes the light from the second lights incredibly noisy.

ThomvanVliet
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Love your tutorials btw! I want to get a new computer and curious to know what you use and what spec? I want to ask an expert

paulwinter
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Hi. I'm tried saving to Alembic but when I imported it it comes separately? Yours seems to be one object. Maybe I did something wrong?

strangeapprentice