iRendercs | iRender Cloud Rendering Service https://irendering.net " Simple and fast cloud rendering solution " Thu, 05 Jan 2023 08:28:17 +0000 en-US hourly 1 https://irendering.net/wp-content/uploads/2019/10/cropped-512Favicon123-32x32.png iRendercs | iRender Cloud Rendering Service https://irendering.net 32 32 Working with Light Linking in Octane https://irendering.net/working-with-light-linking-in-octane/ Wed, 28 Dec 2022 06:00:52 +0000 https://irendering.net/?p=24517 Light linking determines whether or not certain objects and volumes in the scene will be affected. Let’s find out how to work with Light Linking in Octane.

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Working with Light Linking in Octane

Light linking determines whether or not certain objects and volumes in the scene will be affected, either individually or collectively, by lights, the sun, and other ambient lighting sources. All objects utilizing this feature must have the Octane Object tag. In the article today, let’s find out how to work with Light Linking in Octane

1. Setting up Light Linking

Any object must first have a “Octane Object Tag” before using Light Exclusion. Select the Object layer tab in the Octane Object Tag and change the “Use light pass mask” popup option to “Enable” to turn on Light Exclusion for the selected object. Through check boxes in the Light Pass Mask section turn down, it is possible to regulate the contribution of the Octane Daylight Sun, Environment, and up to 8 scene lights. Each light you want to include (or omit, depending on the menu item selected) needs to have its “Light pass ID” defined via the Octane Light Tag’s Light settings page. The Light pass ID edit box is located at the bottom of the tab. You must input a value between 1 and 8 in order to control lights using the ID.

2. Local Workflow

Scene Prep

There are two Octane lights in this scene (orange and cyan), two Dragon objects, HDR lighting, and Octane Daylight.

Set Light IDs

Enter “2” and “3” (without the quotations) in the Light pass ID edit boxes, as shown below, to establish the ID settings for the two lights. We’ll be able to keep the light away from the dragons in this way.

Set the dragon objects’ Octane Object Tag settings as shown below. For each dragon, select the “Octane Object Tag.” As illustrated below, select the Object layer tab and turn on the “Use Light Pass Mask” menu option.

Disable “2” in the “Light Pass Mask” section of the Dragon Objects by selecting “Octane ObjectTags.” Your Live Viewer’s display should be the same as the image below. Due to the exclusion of the light’s contribution, the Dragon item on the right is no longer impacted by Orange Light. Cyan Light is still illuminating our stuff, as you can see. The Cyan light will also be excluded if you disable 3.

Disable “2” in the “Light Pass Mask” section of the Dragon Objects by selecting “Octane ObjectTags.” Your Live Viewer’s display should be the same as the image below. Due to the exclusion of the light’s contribution, the Dragon item on the right is no longer impacted by Orange Light. Cyan Light is still illuminating our stuff, as you can see. The Cyan light will also be excluded if you disable 3.

Set Orange Light for Dragon 1 and Cyan Light for Dragon 2

Set the cyan light for the dragon 2 and the orange light for the dragon 1 this time. The outcome is seen in the image below.

Exclude both Lights from both Dragons

Orange and cyan light no longer illuminate these objects if “2” and “3” are activated from the object tags of the dragons.

Exclude environment illumination from Dragon 2

“Sun” (Octane Sun object) and “Environment” (HDR and Octane Sky) toggles are denoted by the letters “s” and “e,” respectively. Both of those are acceptable exclusions for your items. This time, choose the Dragon 2 object and remove the letters “e,” “2,” and “3,” respectively, from the object tag and Light pass mask areas. As shown in the image below, neither the ambient illumination nor any other lights have an impact on Dragon 2. (except daylight sun).

3. Global Workflow

In the scenario, light exclusion can also be managed worldwide. The Live Viewer => Settings => Kernels tab is where this is done. You can select the desired behavior by setting the Light IDs action menu in the Light section.

Turn off the cyan lighting for the scene and the dragons.

Set the “Lights ID Action” option to Disable in the Live Viewer => Settings => Kernels tab. As in the local workflow, the “Light IDs” are listed below that menu and can be activated or disabled for any defined light or light with the Light ID in the scene. When the “Cyan Light” from Light ID 3 is turned off, as shown in the image below, only the “Orange Light” and Environment will continue to shine and illuminate the items.

Change the Light IDs Action’s functionality from Disable to Enable; just the Cyan Light will now illuminate the scene and the objects. These lights can be enabled or disabled, just like the Octane Daylight sun and HDRI environment objects do. This is similar to local exclusion.

Why should you choose iRender cloud rendering service for Octane?

We bring the power of Cloud GPU Computing directly to your desk

iRender Render Farm is a Powerful GPU-Acceleration Cloud Rendering for almost softwares including Octane. We offer a choice of server packages ranging from single GPU to 8 GPU RTX 3090, allowing you to pick the best server package for your demand.

To understand more about Octane’s performance on our servers, you can see the following video:

Especially, iRender has launched server 4S with CPU AMD Ryzen™ Threadripper™ PRO 5955WX @ 4.0 – 4.5GHz and 2 RTX 4090s one of the newest Nvidia cards. With this improvement, iRender promises to bring you unprecedented experiences when rendering with Octane.

You can install any software and use our servers as your own computers

Once connecting to your iRender computer via Windows Remote Desktop, you will have full control over the machine as if you were owning a powerful computer rig of your own. You can install any software and plugins you want just once, and all will be saved for future use. In addition, iRender also provides you with a lot of useful features such as NV Links so that you can take full advantage of our service for your work. 

Our customer support and technical team is available 24/7

In case you have any problems or questions, don’t hesitate to contact the 24/7 support team. We will be happy to help you with your questions and problems at all times.

iRender, in particular, is running a fantastic deal for you: new clients will receive a 20% bonus on their first purchase within 24 hours of enrolling.

Besides, we are committed to providing you with a rendering experience unlike any other. iRender has appreciated in many global rankings (e.g: CGDirector, Lumion Official, Radarrender, InspirationTuts CAD, All3DP, VFXRendering). To learn and enjoy more, please create an account here.

iRender – Happy Rendering!

Source: Source: docs.otoy.com

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Basic fundamentals of Control Rig in Unreal Engine https://irendering.net/basic-fundamentals-of-control-rig-in-unreal-engine/ Fri, 16 Dec 2022 06:00:14 +0000 https://irendering.net/?p=24398 In the article today, we will have a look at overview of Control Rig and find out how to create and animate rigs in Unreal Engine.

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Basic fundamentals of Control Rig in Unreal Engine

Unreal Engine is the world’s most open and advanced real-time 3D creation tool for photorealistic images and immersive experiences. In the article today, we will have a look at overview of Control Rig and find out how to create and animate rigs in Unreal Engine.

1. What is a Control Rig?

Character animation within Unreal Engine is made possible via Control Rig.

You can design unique controllers, channels, and other manipulators for your characters with the Control Rig Editor. Following the creation of a rig, you can animate these controls in other Unreal Engine modules, including Sequencer.

Control Rig Assets must be developed for Control Rigs, and these assets are done so and saved in the Content Browser. 

2. How to create and open a Control Rig

Right-clicking a Skeletal Mesh in the Content Browser and choosing Create => Control Rig are the primary methods for producing new Control Rig assets. By doing this, a Control Rig asset with the postfix “_CtrlRig” is created in the same directory.

The Control Rig Editor will then open after you double-click the Control Rig item.

3. How to rig and animate with Control Rig

An FK Control is one of the most basic control kinds you can make. This tutorial explains how to design and animate this control in Sequencer.

Create Control

To view the skeleton structure for your character, choose the Rig Hierarchy tab in the Control Rig Editor. To animate a bone, locate it, right-click it, and choose New => New Control.

By doing this, a control is established at the same bone location and orientation. The postfix “_ctrl” is added to the control’s name, which is the same as the bone’s.

Edit Control Shape

You can alter the Control Shape to make it easier to see and choose the control in the viewport. To achieve this, find the Control Shape property category in the Details panel by navigating there. Here, you may establish a new shape using the Shape property and then use the Transform attributes to change its scale and offset.

In this case, all Scale axes are set to 3.0, Rotation Y is set to 90, and the shape is set to Circle Thick.

Drive Bone with Control

Refer to your control and bone in the rig graph after that. Drag the appropriate control into the graph using the Rig Hierarchy panel, and then choose Get Control.

Refer to your control and bone in the rig graph after that. Drag the appropriate control into the graph using the Rig Hierarchy panel, and then choose Get Control.

For the bone you want this control to influence, repeat the process. Select Set Bone after dragging the bone from the Rig Hierarchy panel into the graph. 

Link the Execute output pin from the Forwards Solve node to the input execution pin of the Set Transform – Bone node, and then connect the Transform output data pin from the Get Transform – Control node to the Transform input data pin of the Set Transform – Bone node.

Now that the control is manipulable in the viewport, you can see how it drives the bone.

Animate Control in Sequencer

You can now begin animating a character in Sequencer once your control is successfully manipulating its bones.

Drag the Control Rig Asset into the Level viewport from the Content Browser. Following this, Sequencer will launch with the character inserted as a Track.

To find the controls you built, expand the Control Rig track. Either this area or the viewport can be used to pick them.

Press the S key to create a transform Keyframe for the selected control at the Playhead while the control is selected in the Viewport. After that, move your control and move the Playhead to a different spot in the sequence. Finally, hit S once more to set a second Keyframe.

Why should you choose iRender cloud rendering service for Unreal Engine?

We bring the power of Cloud GPU Computing directly to your desk

iRender Render Farm is a Powerful GPU-Acceleration Cloud Rendering for almost softwares including Unreal Engine. We offer a choice of server packages ranging from single GPU to 8 GPU RTX 3090, allowing you to pick the best server package for your demand. Other than that, server 4P with NVlink can be helpful when your Unreal Engine project is big and requires more Vram.

You can install any software and use our servers as your own computers

Once connecting to your iRender computer via Windows Remote Desktop, you will have full control over the machine as if you were owning a powerful computer rig of your own. You can install any software and plugins you want just once, and all will be saved for future use. In addition, iRender also provides you with a lot of useful features such as NV Links so that you can take full advantage of our service for your work. 

Our customer support and technical team is available 24/7

In case you have any problems or questions, don’t hesitate to contact the 24/7 support team. We will be happy to help you with your questions and problems at all times.

iRender, in particular, is running a fantastic deal for you: new clients will receive a 20% bonus on their first purchase within 24 hours of enrolling.

Besides, we are committed to providing you with a rendering experience unlike any other. iRender has appreciated in many global rankings (e.g: CGDirector, Lumion Official, Radarrender, InspirationTuts CAD, All3DP, VFXRendering). To learn and enjoy more, please create an account here.

iRender – Happy Rendering!

Source: docs.unrealengine.com

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Basic Activities To Interact With Node Editor In Octane For Cinema 4D https://irendering.net/basic-activities-to-interact-with-node-editor-in-octane-for-cinema-4d/ Mon, 05 Dec 2022 06:00:43 +0000 https://irendering.net/?p=24127 In this article today, we will have a look at basic activities to interact with Node Editor in Octane for Cinema 4D.

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Basic Activities To Interact With Node Editor In Octane For Cinema 4D

There are two ways to edit materials and objects in Octane for Cinema 4D. The first is using a Material Editor or Attributes Manager window to edit the material’s parameters. However, it is only suitable when we make simple changes like altering colors. Once things get more complicated and we start layering up effects, constantly going up and down levels gets confusing and cumbersome. In such cases, it is much better to use Node Editor because it provides you with you a flat, visual map of everything that makes up your material or object, and allows you to quickly focus in on the area you want to modify. In this article today, we will have a look at basic activities to interact with Node Editor in Octane for Cinema 4D.

1. Access the Node Editor

Any Octane material can access the Node Editor by two ways: 

            • If you are using the Attributes Manager, Node Editor can be found in the upper left corner near the material preview. In the Attributes manager, it is also accessible for the majority of Octane objects or tags via a connector and a little square icon next to the Help button.
            • If you are using Material Editor, Node Editor is in the Basic tab

The Node Editor is mostly used to edit materials, although other objects, such as the Volume/SDF, Environments, and Lights, have exposed properties in the Node Editor that allow you to create intriguing effects. There is little use entering the Node Editor for tags like the Camera tag and Octane Object tag because they don’t have any available parameters.

2. Main components in Node Editor

In the middle is where you create and connect nodes via a light gray node graph area. On the left is available nodes that you can add into the node graph area. At the top are small colored boxes to help you filter the available node list by category. On the right is an attributes manager window to modify parameters for the selected node.

3. Navigate

In the Node Editor, you can pan and zoom by pressing the middle mouse button for panning and alt (or option)-right mouse button for zooming, or by holding down the 1 key and dragging the mouse to pan and the 2 key to zoom. The main Node Editor area (not the section with the list of nodes) can be scrolled with the scrollwheel or by using two fingers to drag up and down on the trackpad. If you become disoriented, you can press H on the keyboard or choose Frame All from the View menu in the Node Editor.

By grabbing the list of nodes on the left with the middle mouse button and dragging it up and down, you may scroll it. If you’re not utilizing a 3-button input device, two-finger scrolling on a trackpad or the scrollwheel on a mouse will also work here.

4. Create new nodes

New nodes can be made in numerous ways. The most straightforward method is to drag a node from the list on the left into the Node Editor window. By selecting the little colored boxes in the top left, you can filter this list by turning on and off the various categories. If you know the name of the node, you can also use the search box at the top to narrow down the list. Once you’re finished, make sure to close all the tabs at the top and/or clear the search box.

As you become more familiar with the nodes’ names, you may search for them in the Node Editor by using the spacebar or Shift-C simultaneously.

You can also right-click anywhere in the Node Editor to bring up a list of nodes if none of those other options are successful for you. Another way is that you can also choose a node from the Create option at the top of Node Editor.

A list of nodes that can connect there will appear when you draw a connector from an output port into the light gray node graph region and drop it. By selecting them and control-dragging them, or by using the copy/paste keyboard shortcut, you can duplicate an existing node.

5. Connect nodes

Click the small orange-yellow dot (the output) in the top right corner of a node and drag a line (referred to as a wire or connector) from it to an open circle on the left side of another node to link the nodes together (called a port or input).

This will typically work, but occasionally two nodes will simply be unable to join. You’ll discover which ones relate to one another later on in this tutorial.

A node’s output may be connected to other nodes’ inputs. This implies that you can simultaneously drive several channels in a material with a single texture.

However, a node’s left input port can only accept one connector per input port. If you want to aggregate the output of three or four nodes, some nodes let you add more input ports.

Dragging a node directly into an open port on the Material from the node list on the left will generate and connect the new node; try it with an RGB spectrum into Bump.

You can drag a node from the left and drop it on the wire to place it between two other nodes if you want them to be next to each other. A Color Correction node might be inserted between the RGB spectrum and the Albedo.

Double-click a wire or drag a wire out of the port it’s attached to (the right side of the connection) and dump it into the ether to detach nodes.

6. Organize Nodes

You might wish to decrease some of the nodes as your node graph grows to lessen visual clutter.

Some of the information will also expand and collapse when you double-click on the node’s colored titlebar. This is also accomplished by the tiny yellow triangle to the left of the name.

A node’s titlebar has icons that can be clicked on to enable or disable the node and turn on or off its editable characteristics in the bottom portion of the node. The properties that are editable actually allow you to edit something by clicking in the value box. The node will be collapsed if you switch the visibility or editable properties too soon, as Octane will interpret this as a double click.

You may also instantly resize any node by grabbing the tiny yellow 4-way handle located in the bottom right corner of any edge.

The option to enable or disable the preview is available when you right-click a node. When performing a lot of quick lookdev, previews can slow down the process. However, they also offer a very important visual indicator of what your node graph is doing at that moment, so turn them on and off as necessary.

A few nodes can be moved about by left-clicking and dragging a box around them. Shift-dragging another box that crosses a node will add it to the selection even if you cannot shift, alt, or control-click a node to do so.

You can right-click on a selection of nodes and select Auto-arrange. There are different degrees of success with this, but often it will take a disorganized graph and give you a decent place to start reorganizing it.

You can rename any node you have selected by clicking the basic tab in the attributes manager on the right.

When a node is disabled, it stops contributing to your material until you turn it back on. To achieve this, click the tiny plug icon in the titlebar’s right corner (appears when you click the titlebar).

7. Edit the Node Editor

The Node Editor can be tailored using a variety of parameters. Some of them can be accessed in the Edit menu, while the remaining ones are in the Octane Settings tab in Nodes (the Node Editor’s Edit menu has a shortcut that takes you right there).

Why should you choose iRender cloud rendering service for Octane?

We bring the power of Cloud GPU Computing directly to your desk

iRender Render Farm is a Powerful GPU-Acceleration Cloud Rendering for almost softwares including Octane. We offer a choice of server packages ranging from single GPU to 8 GPU RTX 3090, allowing you to pick the best server package for your demand.

To understand more about Octane’s performance on our servers, you can see the following video:

Especially, iRender has launched server 4S with CPU AMD Ryzen™ Threadripper™ PRO 5955WX @ 4.0 – 4.5GHz and 2 RTX 4090s one of the newest Nvidia cards. With this improvement, iRender promises to bring you unprecedented experiences when rendering with Octane.

You can install any software and use our servers as your own computers

Once connecting to your iRender computer via Windows Remote Desktop, you will have full control over the machine as if you were owning a powerful computer rig of your own. You can install any software and plugins you want just once, and all will be saved for future use. In addition, iRender also provides you with a lot of useful features such as NV Links so that you can take full advantage of our service for your work. 

Our customer support and technical team is available 24/7

In case you have any problems or questions, don’t hesitate to contact the 24/7 support team. We will be happy to help you with your questions and problems at all times.

iRender, in particular, is running a fantastic deal for you: new clients will receive a 20% bonus on their first purchase within 24 hours of enrolling.

Besides, we are committed to providing you with a rendering experience unlike any other. iRender has appreciated in many global rankings (e.g: CGDirector, Lumion Official, Radarrender, InspirationTuts CAD, All3DP, VFXRendering). To learn and enjoy more, please create an account here.

iRender – Happy Rendering!

Source: Source: docs.otoy.com

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Hardware recommendations for Arnold GPU https://irendering.net/hardware-recommendations-for-arnold-gpu/ Mon, 21 Nov 2022 06:00:40 +0000 https://irendering.net/?p=23947 Arnold 6.0 and higher support GPU rendering. What is hardware recommendations for Arnold GPU? Let’s find out with iRender!

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Hardware recommendations for Arnold GPU

Arnold is a top-of-the-line ray-tracing 3D renderer that Solid Angle and Sony Pictures Imageworks jointly created. The program is Sony Imageworks’ primary renderer and is utilized by more than 300 studios worldwide. Arnold 6.0 and higher support GPU rendering. What is hardware recommendations for Arnold GPU? Let’s find out with iRender!

1. Hardware recommendations for Arnold GPU

Processors

Arnold works very well with the following processors: Intel Core i9 10900X, 10 cores, 20 threads, with a maximum clock speed of 4.50 GHz, and Intel Xeon W-2155, with 10 cores and 20 threads. AMD processors offer a superior alternative, ideally Threadripper of the Pro series, such as model 3955WX with 16 CPU cores, 32 threads, and a maximum clock speed of 4.3 Ghz.

Graphics

We advise a more powerful graphics card because Arnold is a GPU-based rendering application. NVIDIA GPUs with the Ampere, Turing, Volta, Pascal, and Maxwell architectures are compatible with Arnold GPU. Performance will increase with more GPUs, and you can link more GPUs with the same architecture to share memory via NVLink (On Windows, we recommend enabling SLI as well). Arnold GPU supports up to eight GPUs.

From Arnold 6.0, you can switch between GPU and CPU rendering. For graphics cards from the NVIDIA RTX series with CUDA cores, Arnold is optimized. With the release of Arnold 7.0, rendering scenarios with several geometry divisions can now save up to 33% of GPU RAM. The following graphics cards are what we advise for the best rendering outcomes: NVIDIA Quadro RTX A5000 with 8,192 Cuda cores, NVIDIA Quadro RTX A6000 with 48 GB VRAM, or an NVIDIA Quadro RTX A4000 with 16 GB DDR6 VRAM. The RTX 3070Ti, RTX 3080Ti, and RTX 3090 versions of NVIDIA Geforce series graphics cards, in particular, show off their strength in Arnold 6 by combining RTX-accelerated rendering and GPU-accelerated AI denoising for quick, interactive rendering. The end product is exceptionally high fidelity, noise-free photos. Due to higher GDDR 6 VRAM, RTX graphics cards are twice as fast as NVIDIA’s Pascal series graphics cards. The 32GB GDDR6 VRAM AMD Radeon Pro W6800 is a more affordable substitute.

When rendering on the GPU with Arnold, you can run the benchmark to check your GPU speed. Check your results against the graph below. This test only includes single card combinations:

Storage

Two solid-state drives with the best performance are what we advise having:

  • Primary Drive: SSD for the operating system and applications
  • Secondary Drive: SSD for active projects; a dedicated SSD will offer optimal performance

We advise a 4TB to 18TB hard disk for long-term storage or backup of infrequently accessed content. Because the export/rendering process typically does not need a lot of writing, hard drives are also effective for storing export files.

Memory

The complexity of your rendered sceneries will determine how much memory is needed. In general, 3-6GB of RAM per CPU core is advised. For instance, if you choose a single 12-core processor, 32GB or 64GB will be adequate for routine operations.

2. Why should you choose iRender cloud rendering service for Arnold GPU?

We bring the power of Cloud GPU Computing directly to your desk

iRender Render Farm is a Powerful GPU-Acceleration Cloud Rendering for almost softwares including Arnold. We offer a choice of server packages ranging from single GPU to 8 GPU RTX 3090, allowing you to pick the best server package for your demand.

To understand more about Arnold’s performance on our servers, you can see the following video:

Especially, iRender has launched server 4S with CPU AMD Ryzen™ Threadripper™ PRO 5955WX @ 4.0 – 4.5GHz and 2 RTX 4090s one of the newest Nvidia cards. With this improvement, iRender promises to bring you unprecedented experiences when rendering with Arnold GPU.

You can install Arnold and use our servers as your own computers

Once connecting to your iRender computer via Windows Remote Desktop, you will have full control over the machine as if you were owning a powerful computer rig of your own. You can install any software and plugins you want just once, and all will be saved for future use. In addition, iRender also provides you with a lot of useful features such as NV Links so that you can take full advantage of our service for your work. 

Our customer support and technical team is available 24/7

In case you have any problems or questions, don’t hesitate to contact the 24/7 support team. We will be happy to help you with your questions and problems at all times.

iRender, in particular, is running a fantastic deal for you: new clients will receive a 20% bonus on their first purchase within 24 hours of enrolling.

What are you waiting for? REGISTER an iRender account right now to have a chance to experience one of the BEST cloud rendering service for Arnold

iRender – Happy Rendering!

Source: zworkstations & antoniobosi.com

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How to use Glossy Material in Octane for Cinema 4D https://irendering.net/how-to-use-glossy-material-in-octane-for-cinema-4d/ Mon, 07 Nov 2022 06:00:18 +0000 https://irendering.net/?p=23749 Any shiny object, including plastics, glossy paint, etc., can be simulated with the OctaneRender Glossy material.

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How to use Glossy Material in Octane for Cinema 4D

Any shiny object, including plastics, glossy paint, etc., can be simulated with the OctaneRender Glossy material. The Metal material is preferred to represent physically accurate metals, however, the Glossy material in Octane can approximate metals. You can set the BRDF function to Beckmann, GGX, or Ward for reflections that are physically realistic. These models imitate actual surface characteristics including anisotropy, the fresnel effect, the rule of conservation of energy, and the physical accuracy of the specular lobes. Although not physically precise, the original Octane BRDF is helpful when it is necessary to break the restrictions.

The user interface for Glossy Material in Octane for Cinema 4D is depicted below. Following is a discussion of pertinent options:

1. Diffuse

The color of a material can be set using a value, a procedural or image-based texture, or by utilizing the Diffuse parameter, which is sometimes known as “Base Color” or “Albedo”.

2. Specular

The surface’s reflection is altered by this parameter. When RGB color is being used, the Float value is deactivated. Renders of different Specular values with a Roughness value of 0.0 are shown in the image below.

3. Roughness

To mimic how smooth a surface is, the roughness parameter is used. Rougher surfaces require higher values. Although 0.0 is the default roughness value, using this value to simulate any real-world surface is unrealistic because nothing is completely smooth. For extremely smooth surfaces, low values of roughness (0.001, for instance) will result in a more realistic outcome.

In order to reflect light, specular surfaces typically produce a light lobe in the direction of the specular reflection. The difference between the light’s exit angle and specular direction determines the shape of this lobe. Due of its roughness, the resulting lobe produces a blurring effect. The blur and surface appearance increase with the size of the specular lobes. Computer jargon refers to this as “reflection blur”. In BRDFs that produce physical effects, this value behaves in accordance with the rule of conservation of energy. In other words, upon reflection, the entering light is more widely diffused, which results in energy loss. This explains why, as the lobe gets bigger, it tends to get darker. As shown below, the surface almost exhibits diffuse qualities even at extreme values. Notably, the original Octane BRDF does not adhere to this criteria; only the GGX, Ward, or Beckmann BRDF types do.

4. Anisotropy

Reflections with anisotropy might be noncircular or skewed in a specific direction. Anisotropic surfaces include polished metal, fur, wood, and human hair. Only the GGX, Ward, and Beckmann BRDF models are compatible with the anisotropy feature, and a roughness value greater than 0.0 is necessary. The outcome depends on the following two values:

            • Anisotropy: Controls how much anisotropy is applied to the surface. Both a negative and positive value are possible for this.
            • Rotation: With this setting, the anisotropy can be specified by a procedural or grayscale picture texture (including OSL textures).

Effective surface normals and UV coordinates have a big impact on the anisotropy result. The anisotropic characteristics of various BRDF models are displayed in the following image. This image’s roughness value is fixed, and the rotation is done using a grayscale image texture.

5. Sheen

This option is mostly used to simulate clothing and textiles that resemble velvet or satin. It functions by boosting reflectance for grazing angles with different levels of roughness. Higher roughness results in a less sharp peak and a more dispersed sheen reflection across the fabric surface, whereas lower roughness produces a stronger peak of sheen reflection around the grazing angle.

Sheen only accepts the use of GGX, Ward, or Beckmann BRDF models.

Create a Glossy material and start by entering the parameters shown in the image below to use Sheen. To alter the Sheen effect, change the Roughness setting. Sheen can also be used more effectively in combination with a composite or mix material.

6. Film Width & Film Index

The appearance of a thin film of material on the surface is simulated by film width. This will produce a prismatic appearance that resembles the colors found on a soap bubble or an oil slick’s surface. The effect is stronger when the values are larger. Use the Film Index option to modify the colors that are visible in the thin film by adjusting its Index of Refraction. Both image/procedural texture values and RGB color/Float Value values can be used with this option. The film width in the image below is represented by a grayscale image texture. 2.2 is the film index.

7. Index

This quantity, also referred to as IOR or Refractive Index, establishes the surface’s ability to reflect light in accordance with the Fresnel reflection law. According to Fresnel, surface IOR values and the observer’s angle determine how much reflection occurs. Every surface actually has a refractive index. IOR values can be found at https://refractiveindex.info/. — The primary drop-down menu’s “Selected data for 3D artist” area is a nice place to start. The “n” and “k” values, also referred to as “complex index of refraction” components, are the values that are displayed at RefractiveIndex. Choose the n value for the chosen IOR because the Glossy Material lacks a slot for specifying the n and k values separately. Both the Metal and Universal materials offer slots for the n and k values if greater accuracy is needed.

iRender - The Best GPU Render Farm Service for Octane

If you’re a fan of Octane who wants to learn and use the latest features, but your computer configuration is still limited, don’t worry; iRender will provide you with a solution that will completely address your problem. In other words, our company offers a choice of server with 2/4/6/8 RTX 3090 allowing you to pick the best server package for Octane. Recently, we have released server 4S with 2 RTX 4090 which is one of the latest of Nvidia.

As a result, the powerful machines make rendering enjoyable and quick. In addition, a unique feature is that you will connect to the iRender server and utilize it as your own computer, with total control over setup and capacity. Above all, our server supports any applications; therefore, you may install the program you need only once, and everything will be kept for future use. If you’re concerned about security, be assured that the safety and security of your data is our first priority. No one, including iRender, will have access to any of your data. The privacy policy of iRender may be found here. To understand more about our server’s performance with Octane, you can see the following video:

Through this article, iRender iRender believes you already know how to use Glossy Material in Octane for Cinema 4D. Besides, we are committed to providing you with a rendering experience unlike any other. iRender has appreciated in many global rankings (e.g: CGDirector, Lumion Official, Radarrender, InspirationTuts CAD, All3DP, VFXRendering). iRender, in particular, is running a fantastic deal for you: new clients will receive a 20% bonus on their first purchase within 24 hours of enrolling. To learn and enjoy more, please create an account here.

iRender – Happy Rendering!

Source: Source: docs.otoy.com

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Diffuse Material in Octane for Cinema 4D https://irendering.net/diffuse-material-in-octane-for-cinema-4d/ Wed, 26 Oct 2022 06:00:45 +0000 https://irendering.net/?p=23549 Let’s learn more about the parameters to create Diffuse Material in Octane for Cinema 4D with iRender.

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Diffuse Material in Octane for Cinema 4D

In contrast to the OctaneRender specular material, the OctaneRender Diffuse material simulates the diffuse or dispersed reflection of light from a surface that is scattered at various angles. The distribution of the reflected photons is hemispherical over a flat surface. Photons are randomly dispersed when they come into contact with a rough surface. These surfaces appear almost the same no matter the angle of view since the photons do not change. Let’s learn more about the parameters to create Diffuse Material in Octane for Cinema 4D with iRender.

1. Diffuse

First, we jump up to the Diffuse Material in Octane: color. The material’s base color is determined by the Diffuse parameter. A generative or image-based texture, an RGBSpectrum or Gaussian node, or any of these can be used to set the diffuse color.

Color: The Diffuse/Albedo color. Use the Float option if you would like a grayscale value rather an RGB color value.

Float: This option generates a value in grayscale. This float value generates black for 0 and white for 1 if the RGB color is zero. The float in this case also functions the same in the channels for roughness, bump, normal, opacity, and transmission.

Texture: The diffuse channel’s texture will be defined by this option. These textures can be any of the image or procedural texture types. The RGB and Float values are disabled when textures are applied to this field. Use the mix option if a combination of texture and color is desired.

Mix: This option will blend the texture type and RGB color. Only the color given to the diffuse slot will be used if the slider is set to 0.0. Only the assigned texture will be used with a value of 1.0. As seen in the illustration below, any value in the middle will combine the two according to that value:

2. Roughness

The distribution of reflections (specular highlights) on the surface is controlled by the roughness parameter. Lower values are softer, whereas higher values generate sharper reflections. This option accepts float or grayscale values. Additionally, textures may be utilized to change the degree of roughness on an object’s surface.

3. Bump

This parameter has the ability to produce fine-grained surface disturbances, such as chips, scratches, and so on. Use any generative texture or picture in grayscale (to save VRAM). Bump maps are basically a trick to make textured surfaces when shading, but they have no effect on the object’s silhouette. Use displacement for that.

4. Normal

Bump maps are less sophisticated than normal maps, which will result in a more realistic effect. In order to produce fine surface indentations, normal maps store data in 32-bits per component via the red, green, and blue channels. You need to utilize tools like ZBrush, Mudbox, Bitmap2Material, or Xnormal to make a normal map. Normal maps, like bump maps, won’t alter the silhouette of the object; displacement will. It is good to utilize normal maps as much as possible and use displacement maps as a backup as they are highly effective and more efficient than displacements. Regardless of the gamma setting, Octane will treat the gamma of Normal maps as 1.0.

5. Displacement

At render time, displacements produce new polygons based on the used grayscale displacement map. A UV map must be applied to the object using a Displacement node in order to use displacement maps. Additionally, it is crucial that your object has enough polygons and vertices. The Octane Object tag may break the object into smaller pieces and offer greater resolution, and the displacement node’s own displacement value can accomplish the same thing. 

The most realistic results will come from displacements since the new polygons will conform and alter the object’s silhouette. The surface will appear detailed from any viewpoint. Displacement has a wide range of applications and may make larger indentations as well. Use displacement carefully because it uses a lot of processing and VRAM. Vertex and Texture displacement types are supported by Octane.

6. Opacity

The only values needed for this option, which controls object transparency, are grayscale values (Floats). White makes an object opaque whereas black makes it transparent.

7. Tranmission

Transmission will let light pass from the object, providing the illusion of interior lighting. If you want to avoid sub-surface scattering, use a medium node instead of this effect, which is best suited for single-sided objects. According to the indirect light striking the surface, the Diffuse RGB and Transmission RGB are blended in this parameter.

8. Emission

Any item or component of an object can be made into a light source or a mesh emitter using this parameter.

9. Medium

Complex transparent materials like wax, leather, skin, milk, or leaves are produced using this parameter.

10. Material Layer

By adding up to eight material layers to an existing material, the Material Layer may be utilized to create a unique material (defaults to OFF). These layers are derived from the elements found in typical Octane materials. Instead of manually combining components, complex materials may be generated using a physical approach. A Material Layer tab will be added to the tab row when the Basic tab’s checkbox is activated. The Add button in the Material Layer tab will show the available material nodes:

            • Diffuse Layer — Used for dull, non-reflective materials.
            • Layer Group — Adds multiple material layers to existing materials.
            • Metallic Layer — Used for highly reflective materials.
            • Sheen Layer — Simulates the grazing coloration in fabrics.
            • Specular Layer — Used for shiny materials like plastic, or clear materials like glass.

11. Round Edges

Instead of adding more geometry, the Round Edges option will round off the edges by employing a shading effect (defaults to OFF). As bigger sizes would expose the trick, this option is best utilized for rounded edges that will seem small in the final image. A Rounded Edges tab will be added to the tab row when the Basic tab is activated.

12. Common

This section covers several options:

Shadow Catcher: This option will transform any item into a specific “Shadow Catcher” object in the scene, which is helpful to “ground” a rendered object into a real-world photo for compositing.

Smooth: a switch to make the change between surface normals more seamless. If this option is deactivated, the surface’s polygonal edges will be sharp, giving it a faceted appearance.

Smooth Shadow Terminator: The Smooth Shadow Terminator changes the ray offset locally to prevent terminator artifacts brought on by imprecise geometry. There is a little performance hit, and the projected shadow may occasionally move when employed.

Affect Alpha: When used with the Specular material, this option will render the material’s refractions in the alpha channel for accurate compositing. The “Alpha Channel” option in the Kernel settings must be turned on in order to use this parameter.

Priority: When Nested Dielectrics is enabled, this value defines the precedence of transparent surfaces (valid range is -100 to 100)

C4D Shaders: The Cinema 4D shader quality is determined by this setting.

Vertex Map Resolution: This variable operates internally. The default setting is advised.

13. Custom AOV

The material can produce a customized AOV thanks to this portion. Custom AOVs are just RGB containers that may be utilized in various ways to capture certain elements of your picture. Specific object layer or material masks may be written into client AOVs, and you can decide whether to write the mask into all channels or only the red, green, or blue channels.

14. Editor

The following opinions are available in this section:

 

 

            • Animate Preview: The display of animated textures or material properties in the user interface will be enabled by this option.
            • Texture Preview Size: The size of the OpenGL texture preview for the 3D viewport windows is determined by this parameter.
            • Editor Display: Which property of the material is utilized for viewport display will depend on this option. Combination is the default, and all channels are displayed. Since the individual channels in the list only apply to materials for Cinema 4D, use this option for Octane resources.

iRender - The Best GPU Render Farm Service for Octane

If you’re a fan of Octane who wants to learn and use the latest features, but your computer configuration is still limited, don’t worry; iRender will provide you with a solution that will completely address your problem. In other words, our company offers a choice of server with 2/4/6/8 RTX 3090 allowing you to pick the best server package for Octane. Recently, we have released server 4S with 2 RTX 4090 which is one of the latest of Nvidia.

As a result, the powerful machines make rendering enjoyable and quick. In addition, a unique feature is that you will connect to the iRender server and utilize it as your own computer, with total control over setup and capacity. Above all, our server supports any applications; therefore, you may install the program you need only once, and everything will be kept for future use. If you’re concerned about security, be assured that the safety and security of your data is our first priority. No one, including iRender, will have access to any of your data. The privacy policy of iRender may be found here. To understand more about our server’s performance with Octane, you can see the following video:

Through this article, iRender hopes you can create Diffuse Material in Octane for Cinema 4D. Besides, we are committed to providing you with a rendering experience unlike any other. iRender has appreciated in many global rankings (e.g: CGDirector, Lumion Official, Radarrender, InspirationTuts CAD, All3DP, VFXRendering). iRender, in particular, is running a fantastic deal for you: new clients will receive a 20% bonus on their first purchase within 24 hours of enrolling. To learn and enjoy more, please create an account here.

iRender – Happy Rendering!

Source: Source: docs.otoy.com

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Diffuse Material in Octane for Cinema 4D

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How to install Megascans Plugin for Cinema 4D https://irendering.net/how-to-install-megascans-plugin-for-cinema-4d/ Fri, 14 Oct 2022 06:00:05 +0000 https://irendering.net/?p=23316 Megascans is a vast online scan library with desktop apps for organizing, combining, and exporting your downloaded scan data. It offers high-resolution, consistent PBR calibrated surface, vegetation, and 3D images. It is the result of five years of scanning and a partnership with the biggest video game and movie studios in the world.
Today, iRender will guide you 2 methods to install Megascans Plugin for Cinema 4D.

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How to install Megascans Plugin for Cinema 4D

Megascans is a vast online scan library with desktop apps for organizing, combining, and exporting your downloaded scan data. It offers high-resolution, consistent PBR-calibrated surface, vegetation, and 3D images. It is the result of five years of scanning and a partnership with the biggest video game and movie studios in the world.

Today, iRender will guide you through 2 methods to install Megascans Plugin for Cinema 4D.

1. Installation during initial setup

Step 1: After installing Bridge for the first time on your machine, you launch it and will see initial setup options. To select the disk folder where you want your asset library to be, click the Library Path button.

Since Bridge will store your files and plugins here, the Library Path is crucial. Bridge will make a folder for you if you don’t already have one for this purpose.

Step 2: Click Next   

Step 3: Choose Cinema 4D from the Export Target drop-down

Step 4: To start downloading the plugin, click Download Plugin.

When the download is complete, Bridge will display a confirmation message.

Step 5: To install the plugin in Cinema 4D, click Install Plugin.

Step 6: You should notice the Installed status on the pop-up once the plugin has been installed. To complete the setup, click Done.

As soon as you launch Cinema 4D, the Extensions menu should now have a Megascans Plugin option.

2. Installation through Export Settings

Step 1: Click the gear icon on the bottom left corner of the asset’s right panel or go to Edit > Export Settings to access the settings

Step 2: To view all of the export options, select Export Settings from the pop-up menu. You may change your mesh format (FBX or OBJ), LODs, texture format, and other parameters. 

Step 3: To export a downloaded object in Bridge, navigate to the Local filter on the left panel. Ensure that Cinema 4D is active.

Step 4: Click the Quick Export icon or hit the Export button

Your asset will appear in your Cinema 4D scene as soon as you click on the Export button in Bridge.

Why is iRender the best cloud rendering solution for render engines in Cinema 4D?

There is no doubt that Arnold, Octane, and Redshift are the big three render engines for Cinema 4D. These are GPU-based rendering engines. At iRender, we provide powerful servers with 2/4/6/8 RTX 3090, and most recently, we have launched servers with new powerful cards RTX 4090 which can dramatically speed up your rendering. 

Not only have powerful GPUs and CPUs in all our servers, we also provide a lot of other features to make your rendering time easier and more efficient than ever. Above all, our server supports any applications; therefore, you may install the program you need only once, and everything will be kept for future use. If you’re concerned about security, be assured that the safety and security of your data is our first priority. No one, including iRender, will have access to any of your data. The privacy policy of iRender may be found here. To understand more about our server’s performance with Arnold, Octane, and Redshift, you can see the following video:

Besides, we are committed to providing you with a rendering experience unlike any other. iRender has appreciated in many global rankings (e.g: CGDirector, Lumion Official, Radarrender, InspirationTuts CAD, All3DP, VFXRendering). iRender, in particular, is running a fantastic deal for you: new clients will receive a 20% bonus on their first purchase within 24 hours of enrolling. To learn and enjoy more, please create an account HERE or contact me via duyennt@irender.net

iRender – Happy Rendering!

Source: Source: help.quixel.com

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6 types of light in V-Ray for Maya https://irendering.net/6-types-of-light-in-v-ray-for-maya/ Wed, 05 Oct 2022 06:00:10 +0000 https://irendering.net/?p=22930 While you can use Maya standard lights with V-Ray, V-Ray includes a set of lights designed specifically for rendering with the V-Ray engine. In this blog, we will discover 6 types of light in Vray for Maya.

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6 types of light in V-Ray for Maya

The majority of 3D design programs offer a variety of lighting effects and settings. What purpose for it? Light is fundamental to 3D design, to put it simply. Light can help you breathe life into your 3D products. While you can use Maya standard lights with V-Ray, V-Ray includes a set of lights designed specifically for rendering with the V-Ray engine. In this blog, we will discover 6 types of light in V-ray for Maya.

VRayLightRect

The VRayLightRect, also known as the V-Ray Rectangle light or an “area light” is a planar light source. You can choose between two different light shapes: a rectangle and a disc. In an indoor situation, rectangle lights can be utilized to mimic artificial light sources like lamps.

VRayLightSphere

VRayLightSphere is a sphere-shaped VRay Light object. It is a good all-purpose V-Ray light for lighting scenes to replicate actual point light sources, like lamp bulbs. Any size can be achieved by scaling the sphere, which radiates light in all directions.

Photometric lights

Photometric lights mimic the distribution pattern of a light source just as it would in real life. An.ies file, which holds the light distribution profile, is used by photometric lamps. A real-world light bulb or tube’s complete specs, including the cone’s shape and the falloff’s steepness, are contained in an.ies file. These files, which contain data acquired through lab studies and represent the light source exceedingly accurately, are typically provided by the company that makes the actual light bulb. The attributes of the light are replicated in Maya and used by V-Ray during rendering by loading an.ies file.

IES lights are especially helpful for interior architecture visualizations, where it can be crucial to accurately depict the use of particular artificial light sources in the scene.

VRayLightDome

A Dome light shines inward at the scene as if from a spherical or hemispherical light source outside the scene extents. This light is widely used for Image-Based Lighting (IBL) with environments created from panoramic High Dynamic Range Images (HDRIs). A dome light and HDRIs can produce realistic lighting and background reflections.

The illumination of a dome light comes from either a complete sphere or a hemispherical dome positioned above the light’s y-axis.

Sun light

Sun light is a sphere-shaped light source positioned in a particular area to mimic the sun in the sky. A sun light has various distinct characteristics. The V-Ray renderer has two unique features: the VRaySun and VRaySky. The VRaySun and VRaySky were designed to function together to replicate the sun and sky environment of the Earth. Both have been coded to alter their look in response to the VRaySun’s direction.
The VRayGeoSun node enables you to specify the V-Ray Sun’s position for a certain location and time in the world. The environment texture map VRaySky usually pairs with the VRaySun. Take note that a VRaySky is necessary for the Clouds to function with VRaySun.

VRayLightMesh

Without using self-illuminated objects or global illumination, the VRayLightMesh can provide light sources with volume and shape. It is advisable to use the VRayLightMesh with GI enabled if it will be close to other surfaces in the scene so that V-Ray may sample the mesh light both directly and indirectly. Without GI, very near surfaces may exhibit noisy results from the light.

Add the vrayLightMeshProperties lightlink node to the LightSelect node in order to leverage the VRayLightMesh properties with the LightSelect render element.

Conclusion

Now, you have a basic understanding of the types of light in V-Ray for Maya. And an important note you should know is that the use of V-Ray lights and V-Ray materials within the Maya scene will result in a more accurate lighting solution than the use of standard Maya lights and materials.

If you are looking for a highly configurable computer that can meet all the relevant requirements to use V-Ray and Maya, come to iRender’s service. iRender is a render Farm providing professional cloud rendering services in PC optimization for rendering, CGI, and VFX tasks with more than 20,000 customers and is highly rated in many global rankings (e.g. CGDirectorLumion OfficialRadarrenderInspirationTuts CAD,  All3DP, BlenderBaseCamp, VFX Rendering.). We offer a wide range of servers, including AMD Ryzen Threadripper Pro 3955WX processor with high clock speeds of 3.9GHz–4.7GHz and up to 2TB SSD to load your files quickly. Besides, the power of 2/4/6 /8 x RTX 3090 GPU will surely make you satisfied.

Users will connect remotely and have full control of the machine “online”. Using our remote desktop is no different than your local computer. You can install any plugin you want just once. Become a member of the iRender community today to stop wasting hours rendering nonsense. We do the rendering, the creativity is yours!

iRender – Happy Rendering!

Source: chaos.com

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Explore Vectron in OctaneRender Plugin for Cinema 4D https://irendering.net/explore-vectron-in-octanerender-plugin-for-cinema-4d/ Fri, 30 Sep 2022 06:00:27 +0000 https://irendering.net/?p=22852 Vectron in OctaneRender Plugin is a new procedural “uber” primitive. iRender will show you how to create a vectron object and apply the vectron primitive.

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Explore Vectron in OctaneRender Plugin for Cinema 4D

Unlike OctaneRender Standalone, which can generate a variety of primitives, OctaneRender Plugin for Cinema 4D does not directly create geometric objects. However, the one exception to this is the Octane Vectron object. In this article, iRender will show you how to create a vectron object and apply the vectron primitive.

1. What is Vectron in OctaneRender Plugin?

Vectron in OctaneRender Plugin is a new procedural “uber” primitive which provides infinite procedural scenes, volumes and geometry without using meshes or volumes. Vectron objects have zero-memory footprint and spend zero cost to modify, so they are more efficient than meshes or volumes genterated on CPU host app. The procedural scene generation is live, realtime and 100% on the GPU without any GPU VRAM used. Vectron works with OctaneRender’s built-in OSL (Open Shading Language) support and OSL texture shaders.

2. Creating a Vectron Object in OctaneRender Plugin

You can access many available presets in the Vectron object by going to Live => Objects => Vectron. To create Vectron objects, you can edit a given OSL script in the edit field of the script group. Another way is that you load an external script (in that case, we can not see the code for the Vectron object). 

Next, you select the Vectron object in the Cinema 4D Object Manager, and then choose the Code Group tab in the Attribute manager:

Because there are no polygons in a Vectron object to draw in the Cinema 4D viewport, the actual drawing of the Vectron equation will only take place in Live Viewer or when rendering. Instead, a bounding box and a (usually tiny) sphere in the center of the bounds are generated, with the size of the bounding box being controlled by the Object parameters group on the Code tab. Any portion of a Vectron object that is outside of the bounds will be clipped and not drawn.

Vectron scripts typically generate fast, thus the Live Viewer is ideal for working with them because feedback is practically instantaneous. In some circumstances, a specific script might not display results right away. In these situations, consider modifying the Script Parameter values. The sliders in the Script Parameters group could be difficult to use because the bounds are too large. In such situation, limit a slider’s range by modifying the value of float slidermax in the script to 10, then make necessary adjustments.

An OSL script for a fresh Vectron object has the following lines of code:

A basic sphere is created using this script. With a little more code, as seen in the figure below, you obtain the following outcome:

3. Applying the Vectron primitive and SDF surfaces

OctaneRender can render defined SDF surfaces using OSL shaders without the need to convert them to a Mesh first. With OSL, you may assemble networks of set operations like unions, subtractions, intersections, and their smooth variations without needing to mesh them first. You can also update the surfaces with input variables without waiting for any processing.

An illustration of a sphere being removed from a Menger cube is shown above. The c4doctane plugin can do this subtraction since it happens at the formula level. Only Octane Standalone provides object to object booleans.

4. Vectron scripts

There are several preset scripts included with the Vectron object:

            • fractal1.txt
            • glsl_type.h
            • mandelbulb.txt
            • mandelbulb2.osl
            • mandelbub_clay_test
            • menger_sponge_boolean_extract.txt
            • metaball1.txt
            • primitives.txt
            • QuaternionJulia.osl
            • sdf_to_vectron_surface_displacement.txt
            • sphere.osl
            • sphereWithtexture.txt — This script uses a noise texture input. Be sure to add a projection node and set the projection to UVW to XYZ
            • sponge.txt
            • temporal_mandelbuld.txt — In order to see the result of this script, adjust the bounds values located in the Object Parameters group. Large values will be necessary.
            • Vectron Procedural Waves (slow).txt — Generates a plane with a wave texture.
            • vectron_fur_fast.txt
            • vectron_fur_with_motion_blur.txt

iRender - The Best GPU Render Farm Service for Octane

If you’re a fan of Octane who wants to learn and use the latest features, but your computer configuration is still limited, don’t worry; iRender will provide you with a solution that will completely address your problem. In other words, our company offers a choice of server, allowing you to pick the best server package for Octane.

As a result, the powerful machines make rendering enjoyable and quick. In addition, a unique feature is that you will connect to the iRender server and utilize it as your own computer, with total control over setup and capacity. Above all, our server supports any applications; therefore, you may install the program you need only once, and everything will be kept for future use. If you’re concerned about security, be assured that the safety and security of your data is our first priority. No one, including iRender, will have access to any of your data. The privacy policy of iRender may be found here. To understand more about our server’s performance with Octane, you can see the following video:

Besides, we are committed to providing you with a rendering experience unlike any other. iRender has appreciated in many global rankings (e.g: CGDirector, Lumion Official, Radarrender, InspirationTuts CAD, All3DP, VFXRendering). iRender, in particular, is running a fantastic deal for you: new clients will receive a 20% bonus on their first purchase within 24 hours of enrolling. To learn and enjoy more, please create an account here.

iRender – Happy Rendering!

Source: Source: docs.otoy.com

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Explore Vectron in OctaneRender Plugin for Cinema 4D

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Camera Basics in Redshift https://irendering.net/camera-basics-in-redshift/ Sun, 18 Sep 2022 06:00:55 +0000 https://irendering.net/?p=22448 In this article, iRender will give you the most basic look at the key elements in the camera in Redshift. Let's find out together!

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Camera Basics in Redshift

Setting up a camera in the scene is the best technique to create perspective renderings of the 3D model from particular points of view. In this article, iRender will give you the most basic look at the key elements in the camera basics in Redshift. Let’s find out together!

1. Field of View & Focal Length

Field of View

Field of view (FOV), also known as Angle of View, is a phrase that refers to the extent to which we can see a scene from the camera. In other words, we can feel that the image seems to be enlarged or reduced, and the objects in the scene become larger or smaller. To do that, FOV is measured in degrees, including horizontally, vertically or also diagonally. In more detail, if the FOV value is wider, we can see more scenes and hence the scene will become smaller, whereas smaller values mean less of the scene is visible and objects will appear larger.

Focal Length

The distance from the film or sensor back to the optical center of the lens is known as a camera’s Focal Length, and it is often measured in millimeters. 

The focus length and the apparent size of the object in the frame are directly correlated. For instance, doubling the focal length will make the subject twice as large in the frame.

The relationship between Field of View and Focal Length

Focal length has a direct relationship with FOV. In more detail, Longer focal lengths result in narrower FOVs, whereas shorter focal lengths result in wider FOVs.

This relationshipdepends on the physical size of the film or sensor onto which the image is projected. For 35mm film cameras or so-called “full frame” digital cameras, this size is 36mm x 24mm.These are the typical focal lengths for such cameras:

            • 18mm to 28mm for wide-angle shots like landscapes, cityscapes, tight interiors or dramatic shots with a lot of foreshortening
            • 35mm to 55mm for shots with “natural” looking perspective
            • 80mm to 200mm for long shots and portraits
            • 200mm to 1200mm for extremely long shots such as those taken in wildlife or sports photography or other cases where you wish to reduce the effect of foreshortening

2. The difference between Zooming and Moving

Changing Field of View and Focal Length is only one way to control the size of an object in the frame (“zooming in” or “zooming out”). Actually, we do not move the camera closer or farther away from the subject by using Field of View and Focal Length. Zooming and Moving are not equivalent and will result in very different looks. While the focal length and field of view (FOV) affect the size of a single object in the frame, the placement of the camera in relation to two objects in the scene determines their relative sizes ONLY. As a result, framing a scene with many subjects entails setting up the camera to get the correct subject blocking and relative sizes, and THEN changing the focal length to get the ideal overall framing. You can see the difference result when using Focal Length and moving the camera in the following example:

3. Lens Shift

The lens is usually centered on the image plane in consumer cameras (film back or sensor). But some professional cameras allow you to change the distance between the lens and the sensor. Typically, this lens offset is referred to as a shift. Shift is frequently used to adjust for the natural perspective distortion that happens while photographing a building or other large structure from the ground. It may also be used to preserve a specific perspective while changing the composition of the image.

The Best Cloud Rendering Service for Redshift - Let’s create great works with iRender !

If you’re a fan of Redshift and Cinema 4D who wants to learn and use the latest features, but your computer configuration is still limited, don’t worry; iRender will provide you with a solution that will completely address your problem. In other words, our company offers a choice of server, allowing you to pick the best server package for Redshift and Cinema 4D.

As a result, the powerful machines make rendering enjoyable and quick. In addition, a unique feature is that you will connect to the iRender server and utilize it as your own computer, with total control over setup and capacity. Above all, our server supports any applications; therefore, you may install the program you need only once, and everything will be kept for future use. If you’re concerned about security, be assured that the safety and security of your data is our first priority. No one, including iRender, will have access to any of your data. The privacy policy of iRender may be found here. To understand more about our server’s performance with Redshift and Cinema 4D, you can see the following video:

Besides, we are committed to providing you with a rendering experience unlike any other. iRender, in particular, is running a fantastic deal for you: new clients will receive a 20% bonus on their first purchase within 24 hours of enrolling.To learn and enjoy more, please CREATE AN ACCOUNT!

iRender – Happy Rendering!

Source: theAstropath

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