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The Node Editor in Octane for Cinema 4D Help OTOY

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Octane has implemented a new Standard Surface Material node conforming to the Autodesk Standard Surface specification (originally developed for the Arnold render engine.) Much like Octane's Universal Material, the Standard Surface material is an über surface shader with multiple layers of BSDF (s). The main differences between the two are.


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Emission alone makes a light-emitting material, and Transmission alone creates a translucent material like glass/water/wax/jade/etc. Albedo Channel The Albedo channel (referred to as Diffuse in other apps and even other places in Octane) controls the overall color of a non-metallic opaque material (matte or glossy, like plaster, stone, wood, etc.)


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In Octane, light occurs when a polygonal object has an emissive material that is applied to it. Some random piece of geometry (with a material applied) that contains a Blackbody or Texture Emission node in the Emission channel emits light. An Octane area light is a procedurally created geometry object with an Emission node built-in. It works in.


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Advanced Metallic Materials Metallic materials that also utilize other channels. Includes two procedural Anisotropic materials. Emissive Materials Emissive material setups for Blackbody and Texture emission. Includes both RGB Spectrum and Gaussian Spectrum nodes for different qualities of light. Transmissive Materials


Lighting and Emission in Octane Render for Cinema 4D on Behance

Octane has several ways of layering textures and materials together to form complex looks. This guide will walk you through how to use the most common ones by texturing a sci-fi crate. There's a lot of overlap and many ways to accomplish the same task in Octane.


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What's New in OctaneRender. Octane RTX hardware acceleration brings 2-5x render speed increases to NVIDIA raytracing GPUs with multi-GPU support. RTX acceleration speed gains increase in more complex scenes and can be benchmarked using RTX OctaneBench ®. The new layered material system allows you to construct a complex material that consists.


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As of Octane 2020, the Node Editor is mainly used for editing materials, but some objects like the Volume/SDF, Environments and Lights have exposed parameters in the Node Editor which let you create interesting effects.


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The Texture Emission node allows any valid texture type to set the light intensity instead of temperature value, which is what the Blackbody Emission node does. If you wish to specify emission by Kelvin temperature, then use the Blackbody Emission node instead. Texture Emission is useful for many effects, such as a projector, a cinema screen/TV.


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Used for dull, non-reflecting materials or mesh emitters. - Enables light source visibility on diffuse surfaces. Black Body An opaque object that emits thermal radiation. In Octane, this is used to designate illumination properties for mesh emitters. or Texture emission light sources can cast illumination or shadows on diffuse objects.


The Node Editor in Octane for Cinema 4D Help OTOY

Octane has several different types of materials, all of which can be accessed from the Live Viewer window under Materials>Create. There are a lot of them, and most of them are still there for compatibility with scene files built in earlier versions of Octane.


Lighting and Emission in Octane Render for Cinema 4D on Behance

Octane Emission Mesh Emitter. A Mesh Emitter is a polygon object that emits light into a scene. This is possible by applying a Diffuse Amount of diffusion, or the reflection of light photons at different angles from an uneven or granular surface. Used for dull, non-reflecting materials or mesh emitters. material to the Mesh object, and then connecting a Black Body An opaque object that emits.


The Node Editor in Octane for Cinema 4D Help OTOY

Here's a neat technique I use to be able to art direct my emission textures a little further. This technique is sweet for AE users to create some quick and c.


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This C4D file contains ~75 different Octane materials using the Universal Material. These are meant to be starting points to show the basic construction of a large variety of materials so you can understand how they're created and expand on them to build your own materials. All of the materials are fully procedural - no linked textures were used.


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