Found some time to record a few mix shader methods i use in Octane/Cinema 4D. Not a tutorial guy for sure, but wanted to share a few things i have learned the last year about shading in Octane.
Would love to hear any kind of comments
I have been getting a lot of tutorial requests on how I make my crystals in my everyday renders. In this tutorial we are going to jump into C4D and create these crystal clusters. We will be using Cinema 4D, rendering in Octane, lighting with GSG HDRI Studio and Compositing in After Effects. We will dive into my tricks of how to model these Crystals and then use Octane to create this transparent crystal material. We will also use a GSG HDRI Studio image with the upcoming Octane Link Tag to light our scene. Once we create the main setup of this scene we will add the background and remove grain in After Effects and refine our Octane render settings.
This is more a walkthrough of an image I made. I'm using C4D, XParticles and also the Hair module to create this stylized skull render.
The whole thing took about 4.5 hours to make (containing about an hour of loading stuff into octane, because it sometimes randomly updated the geometry when I e.g. put a new texture on it. But I used Octane 3 alpha 6, so this should be fixed by now)
- Use low res geometry as XP collider object. The original 3D scan from Turbosquid had about 880000 polygons, I reduced it down to 88000 which was still WAY too much. But after reducing it even more to 8800 the viewport ran smoothly
- Play with the frame sampling in the xpTrail object to reduce the polycount (e.g. a sampling value of 2 reduces your polygons of your sweep to half, 3 to one third,...)
- deactivate the caps of your sweep to save some more geometry