Why I Use FREE Octane Blender vs. Cycles Blender

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so I get this question asked a lot why do I use blender octane versus the standard blender Cycles in this video we're going to get into that reason why but first I want to let you guys all know I just released it a free guide about how to use blender's materials I'm just going to walk through some of the basic nodes the diffuse nodes the specular node the metallic node and just to give you a good General basis of how octane the the too much how octane shaders work link will be down in the description below take a look at it now one of the biggest reasons why I decided to switch over to blender octane was because of the effects like I really like my whole passion with blender is doing VFX now octane is industry standard like it it's been in the industry for a very long time and especially in the VFX game right now Cycles is not really predominantly used in a big VFX house Studios workflow and mainly just because the way it is to set up render passes the type of passes that you get it's just not the best efficient way to do things unlike octane which like I said has been in this has been in the industry for a very long time the way you can do things in there and the way you can get render passes out is extremely easy and it caters more to a VFX pipeline so that was one of the main reasons why I decided to start using blender octane because of the effects I'm going to quickly just walk through this little scene here that I just recently worked on got this little Cube which is just kind of rolling into the scene let me show you guys the full rendered version so here is the shot basically I got this little cardboard box just kind of flipping into the scene ducky 3D just released it a video about how to animate a box like that that got my creative juices flowing and I was like okay let's do something with this and basically what I did was took my camera threw it on a tripod and then just animated this little box in here again this is not going to be an extremely detailed breakdown I'm going to work on that in future videos but I do have some other videos on the link Down Below on the gumro which I break down the whole process from tracking to compositing to the final look start to finish on my gun world take a look down there below it's not in blender octane it's in blender cycle so you can follow along they're super easy links down below quickly for me again a challenge trying to figure out how to get these render passes out all I did was I take my original shot brought it inside of blender put it into the video editor and exported out the video as frames after I animated my Cube and had that all in here what I wanted to do let me go ahead and fire up the render this is what we got inside of the camera here you see I've got my Cube here and then I do have if you look on this side here I have these backgrounds here these panels and what I'm doing here is I'm actually doing an image projection I'm taking the background footage footage and I am projecting them onto these planes here you cannot see them at the moment because the way I have the layers system set up and this is what's really nice about octane in Cycles I basically will have to say hey I want this to be a shadow catcher put it in a collection you know go up here and change the settings and make it like indirect only show Shadows octane I don't have to do that I just give it an ID say hey this gives id2 this is going to be a shadow catcher this is going to be id1 I want this to be the actual object that's going to be seen boom simple and done and then just render out the passes it's very nice so let me quickly break down what I got going here so if I click on my background layer and if I come into the tab here I'm gonna just quickly show you you can see here it says render layer one then if I click on my Cube now it says render ID number three right I'm just giving these things ID so and then I'm going to go back to my render passes this is where I tell octane hey I want things to have an ID so what I do is I come in here render octane render layers active layer right now number one if I scroll this and just change this here now you can see what's happening you can see hey there's the background right it's like it's showing up here on the bottom we don't see it because this bottom one is just the shadow Catcher And they set up a saddle catcher is extremely easy and you can clearly see here on this ground plane I just have this Shadow catcher material and that's again inside of the material layer right here Shadow catcher material again I have a free guide links down in the description that I go through a lot of these nodes on just basic Shader nodes inside of octane and that's one of the nodes that I also kind of talk about is the shadow catcher I've got that on there that makes it a shadow catcher super easy to what I ended up doing was telling octane hey everything that has a one I don't want it to be visible on one layer I want to separate it first you have to activate your passes because they are not activated by default so I come in here check check this box once that box is checked then I'm gonna give my things the layer ID I gave this anything but one this is what window layer 1 is going to be when it renders all you're going to see is this q and the reason why because I inverted it so opposite if I do opposite here now anything that has a ID of 1 will be rendered okay so what I really wanted to do was just isolate the cube from everything else so I just invert that and then boom there's the cube it's going to be rendered by its own pass and then if I click into my compositor the compositor you'll notice is going to activate here here I have my image there's my beauty or basically the cube and then I have another separate layer black layered shadows and that's meaning I'm going to render out my shadow pass and the way that we have to do that in octane there is another special panel if we come up to here octane render aovs this thing here allows me to set up render passes how I got that render pass inside of the compositor was coming in here and then if I hit Plus on this and then go to it here are all my render passes available to me I can render out an individual pass and I mean there are a lot way more than there are in Cycles I'm talking about like this thing is industry standard right so here we go rendered layers black Shadows layer Reflections layer Shadows I can do white shadows or black Shadows depending on how you want to composite the Shadows just so many more options and again like I have lots of lots of lots of details as far as passes so in this case I just wanted a black layered Shadow okay put that into my aov jump back into my compositor and then boom there is the output the black glare Shadow output so what I ended up doing from here I pipe out my Shadows into its own file output meaning it's going to be an open exr for me rgba and that's going to be its own separate file it's going to be the shadows and then the image I pipe that out into its own file out put into its own folder that's going to be the cube now the background which is up here I don't need the background because technically the background is separate it's a separate video file that we broke down into image sequences I'm going to recomposite that later matter of fact I'm going to recomposite the whole thing right now to show you guys how easy it is to set something up like this
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Channel: 1 Polygon With Me
Views: 11,749
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Keywords: vfx blender, blender, daily render, visual effects, daily renders, how to improve your renders, blender 3.3, blender 3d, blender beginner tutorial, blender tutorial, blender Octane, Octane render, Octane setup blender, octane render, octane c4d, vfx, blender vfx, blender vfx tutorial
Id: v3w_VbYxJlw
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Length: 7min 22sec (442 seconds)
Published: Sat Sep 16 2023
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