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Hey hey,

I am close to wrapping up the flower explorations, although it can take forever as i love the subject and there are millions of things we can do :)

Till then though one more part. This time regarding rendering realistic leaves in Octane.
FYI, since a lot of people ask, those principles apply in every engine. Shading and lighting are software agnostic skills. Material theory and light approaches are everywhere same.

Project files are updated in the same link
Let me know if any questions.

Many thanks!

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This is "07_Leaves_shading_Octane.mp4" by MotionPunk on Vimeo, the home for high quality videos and the people who love them.

Comments

markusgonser

I had no idea about the spotlight distribution haha. I always used to built a cylinder around my light, which is kind of annoying.

motionpunk

same it works better sometimes but good thing is light spread is coming to newer versions :)

Olivier Beaugrand

It looks beautiful, I can't wait to watch this one

Hoi

Great stuff, I am going to see if I can apply the same concept in Redshift.

Spenser Clark

Tuning in now but I agree completely the IOR online docs and precise real world numerics are simply relative values that artists should familiarize themselves with to know but then push from there. Each project is going to call for difference in values based off what the goal is and experimental materials luckily is what 3D can achieve and irl you just have to photoshop the hell out of it after the fact. So I embrace that - but also octane 2022 “random map” and procedurals opens a whole new world to some cool organic stuff plug a simple noise or gradient in and push iterations to like 400 and it’s awesome

motionpunk

yes. Imagine ur ad telling u to change that and u start "no its physically accurate" haha. I ve seen those things happening :D