Cinema 4D Tutorial - How to make a powder explosion with Octane Scatter
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- čas přidán 3. 08. 2024
- Thanks to your requests I've put together this tutorial on how to create a basic color powder explosion using Cinema 4D and Octane Scatter.
Let me know your comments and feedback. (My screen capture compression was a little much and if I do another tutorial then I'll fix that. I know when I watch tutorials I like to watch in as high definition as possible)
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brilliant tutorial, opened me up to something I had no idea existed. For others watching, the core stuff starts at about 6 minutes in
Rhett, you are THE man. Thank you very much for this clever tutorial!
Thanks for putting together. I'm looking forward to trying this with the new colour instance support in octane.
MASSIVELY APPRECIATE your tutorial dude. Thank you for sharing 🙌🏼
Thanks so much for responding to mine and many other tutorial request. Look forward to seeing more in the future :)
Glad to share, hope it helps
Hey Rhett, loving the tutorials! That hotpixel removal with dust and scratches is an AMAZING tip! I would've never thought about that, and there have been way too many times that I've not noticed hot pixels at first and just had to go back and rerender, but this could've saved my ass!
Yeah, it's really good for quick production turnarounds rather than waiting for long initial or re-renders
Really cool !!
What a great tutorial! Thanks! :D
Very Awesome. Thank you very much
Hi, Great Tutorial! You can make those Hotspots disappear, setting the GI Clamp Between 1 and 10, that will solve the problem.
Keep up the good stuff! Thanks!
This is really awesome :) Do you think there is a way to do something similar but without Octane renderer/plugin inside C4D with X-Particles 4 ?
thank you so much!!pls post more!!
Genius :) thanks for sharing!
Simple but effective
Thanks, useful tip.
THANK YOU !
COol you have talent m'y friend
Creative thinkin! Nice
Im a blender user but im sure gonna try this one. So freakn cool!
simply reduce hot pixel removal by 0.5 and reduce GI clamp to 0.1 or 0.2 it will remove hotpixels
OH~~ It works!! thank you~~ >_
Kingsman
very nice tutorial... thanks for your awesome tutorial... which c4d version do you use?? how I free download octane ?
Octane is a paid renderer plugin
حلو كلش
How creatе a realistic fire and smoke in Octane with TurbulenceFD?
Just the same I'm looking for!
how could you find such perfect explosion shader picture like that, i try some but not even close :( , is there any good way to find right picture for shader?
I've just used default Octane shader and changed colour to blue, so have no idea what you're looking for?
at 10:51 you opened a folder and apply a black and white marble image to the scatter shader, and made the perfect explosion effect
Ah, I see. You can google "grey marbling" and find many examples images that will give the same effect.
sorry for my bad explanation, I am trying to figure out why marble? did you know marble can made it form first time?or you try picture like powder blast or something, i tried powder blast,not work, it`s like just effect half of the ball,and i try black marble with white texture,no good
Nice tutorial! I'm having issues where the scattered clones are flickering like crazy when I render an animation out... every frame its like the seed is changing :/ Any idea why that might be? Source image doing the displacing not high res enough perhaps? I've tried a few... Using Octane 4.05..
Source image shouldn't cause flickering. Are you using Pathtracing? or maybe denoise/AI is switched on somewhere? Try playing with rendering settings
@@RhettMankind Yes pathtracing and I've checked all render settings quite thoroughly. Its weird.. It even appears to flicker in the viewport! Ie. if I do a hardware preview etc too
@@RhettMankind Ok well I think it might actually have to do with Octane version or RTX! I was rendering in R21 using 2x2070's on one PC. Now on my other PC using 3x1080Ti's there's no flickering issue. Huh..
Cool , can you share thé map please ?
I watched a video of a human head before. It ’s also made by Octane.
PS im not sure numbers does matter with this. I mean your scattering one single object. Scattering will use this as a proxy which is way more efficient. I use a different engine. But on cpu i can put millions and millions of object and polies. GPU will be faster, but im on OSX and dont have GPU sadly. But basically scattering means reusing a single object which is much more effiecient than rendering millions of unique objects
Thanks for checking out the content. I'm sharing from my experience and experimentation. There's a limit to how many millions of objects my computer can handle. Not theoretically, but practically. So just helping others to be aware.
@@RhettMankind What i tried to explain is that when using a scattering system. It makes use of poly management much more efficient. Its basically 1 object in a scene, only its position changes. I believe most render engines make use of this proxy, instance method. So you can render way more polys this way.
PS doesnt c4d have some mode that you can show less data in the viewport but on rendertime use full/all data? That way viewport stays fast and system wont bug down
Im pretty stunned how fast the render starts though. I mean i guess the mesh needs to be exported and files need to be created. Seems extremely fast, thats sweet