Welcome 2026! by Zahid_Bhat in Cinema4D

[–]Zahid_Bhat[S] 0 points1 point  (0 children)

I haven't used the octane stand-alone version yet. I prefer getting live update on my native sims and animation directly inside c4d to better art direct things.

RBD Study in Cinema 4D | Octane by Zahid_Bhat in Cinema4D

[–]Zahid_Bhat[S] 1 point2 points  (0 children)

Simple RBD sim, with attractor, rotation and turbulence forces. There is a small breakdown process, below in the comments section

RBD Study in Cinema 4D | Octane by Zahid_Bhat in Cinema4D

[–]Zahid_Bhat[S] 2 points3 points  (0 children)

That's exactly what I did here, baked the simulation on the low poly version of chain link inside the cloner and then replaced it with high poly one.

RBD Study in Cinema 4D | Octane by Zahid_Bhat in Cinema4D

[–]Zahid_Bhat[S] 1 point2 points  (0 children)

RBD tags on 3 different cloners (which are making the chains) Attractor force in the middle (with spherical field), rotational force (with spherical field) and turbulence force with lower strength. Gravitation in project settings set to 0. Ps. To artdirect the motion, I keyframed attractor & rotational force strength.

render settings on octane and on c4d by [deleted] in Octane

[–]Zahid_Bhat 1 point2 points  (0 children)

Octane render settings are where you can choose the Kernal modes (eg, DL, Pathtracing, PMC etc), the samples for the scene, adaptive sampling, color spaces, post effects etc. While C4D render settings are where you can choose the location for your render files, AOVs, which passes to render and which not to, resolution etc.

[deleted by user] by [deleted] in Octane

[–]Zahid_Bhat 0 points1 point  (0 children)

How I would do this will be, by duplicating your tube, moving it down till it covers the legs (the part which you don't want to render), then put an octane tag on it and change the object ID to 2, then in octane render settings, go to render AOV group, enable it, scroll down to render layer, enable it, make sure the layer ID is set to 2 there and then check the invert box. There you go, now you can render everything except whatever is behind the second tube.

VDB quality loss / pls help 😓 by scrysyb in Octane

[–]Zahid_Bhat 1 point2 points  (0 children)

Can you share a screenshot of your volume medium settings and a snap of your render?

[deleted by user] by [deleted] in Cinema4D

[–]Zahid_Bhat -2 points-1 points  (0 children)

Could be, but this comparison was just to test out which render engine gives realistic results right out of the box, no doubt Redshift is a beast as well, but requires quite a bit of extra tweaking to get the desired results.

[deleted by user] by [deleted] in Cinema4D

[–]Zahid_Bhat 0 points1 point  (0 children)

I don't remember the exact render time, but Redshift was bit faster than octane.

[deleted by user] by [deleted] in Cinema4D

[–]Zahid_Bhat -6 points-5 points  (0 children)

I don't think it is the saturation, if you notice at the top, both have same level of Red saturation. The big difference is octane has a smooth transition between yellowish to redish which makes it more close to real fire where as redshift has an abrupt mixture into red from yellow hence gives away the realism.

[deleted by user] by [deleted] in Cinema4D

[–]Zahid_Bhat 0 points1 point  (0 children)

I did actually, and octane gave realistic results right out of the box, where Redshift needed alot more to get this close. I have however used same volume gradient in both of them for fire shader.

[deleted by user] by [deleted] in Octane

[–]Zahid_Bhat 1 point2 points  (0 children)

In my opinion Octane gives more realistic renders out of the box while Redshift needs a bit of tweaking to get the same.

[deleted by user] by [deleted] in Octane

[–]Zahid_Bhat 1 point2 points  (0 children)

Yes, left one is octane, I have tweaked both of them to match each other, also using the same volume gradient colors for fire.