Cinema 4D Roadshow 2016 - Adapting Warm Winter for Octane: Creating the Mountain Material

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Instructor Patrick Goski

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  • Duration: 08:20
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  • Made with Release: 18
  • Works with Release: 18 and greater

In this video you will learn how to recreate the textures used for the mountains in Octane.

In this video you will learn how to recreate the textures used for the mountains in Octane. This video also introduces the Octane node editor, this will let you see how to translate C4D’s “Channels” into Nodes. Including setting up a diffuse color, using a normal map, and controlling the roughness of a material with a texture map.

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Transcript

- In this video we're going to take a look at setting up the Octane Material for the mountains. The easiest way to approach this is going to be just working on a single mountain, probably in a new project file. We're going to start by selecting a mountain here, and then pressing S in the Object Manager just to scroll to that active object. And then, we can Ctrl+C, open up a new project file and Ctrl+V, and we don't want to copy these into a project folder. That is fine. So here we go. We have the one mountain. Now, essentially what we're going to do is setup this one material, copy that out three times and then bring it back into our main project. So, what are we working with here? If we take a look at the material, we see that we have a Layer Shader. And in here, it's pretty much just the bitmap to the Diffuse image with some color adjustments done to it. Then, if we take a look at the Reflectance, it is a basic specular with a Bump map, and this one is going to the Diffuse as well. And then, a normal map. Now, the images aren't loaded just because they're not linked to the project file, and that's fine. We're just going to have to see the structure of the material. Next, we're going to go to Octane and open up the Live Viewer here. And we can just start that, and nothing is going to show up. So we'll go in here and we'll just add in a Daylight. And we can rotate this a bit just to give ourselves some lighting. The next thing we want to do is go to the Materials, and chose a Octane Diffuse Material. And then we can apply this to the mountain, and we'll see that update in the Octane Live Viewer here. Now, we're going to start by opening up the Node Editor, and we can minimize the Material Editor there. And we're going to be working in the Node Editor for the most part. We want to load in a Image Texture, so we can drag that into the editor field here. And we can connect this to the Diffuse. And we want to link this to the Mountain D file for the Mountain D diffuse We have that right here. We can click on Open. And again, we're not going to copy that. We can see that it updates just fine Next, we're going to CTRL-drag the Image Texture. And for this one, we just want to load in the Normal map for the Mountain D. And we'll click on Open, No, and we link that to the Normal. Now, we're actually going to skip creating the Bump map, but what we will do is add in a little bit of the Specular highlight. Now, with the material that we initially created, we started with the Diffuse Material, and this is something that's good for, like, fabrics or mats objects, and it does not include any sort of Specular highlight, or in the case of Octane, any reflection. So what we can do is go to a Glossy Material. And this is going to add a Specular layer to the shader. Now, if we want to see that a little more clearly, we can disconnect the Diffuse Material, and we'll just set the color to something a lot darker. And so, just like that, you can see that we get these little specular highlights on the object. And if we go to the Roughness, we can increase that, and that will kind of create the Specular effect for us. Now, what we want to do is connect the Image Texture to the roughness so that we can get two different areas of roughness on the mountain, something that is a little more rough for the snow, and just some variation between the two surfaces. We're going to add in a Gradient, and we can just drop that onto the image there. And with the Gradient, you just control the knots on the Gradient. The intermediate point here doesn't really do anything. We're just going to set the color on this to specify the roughness that we want here. Black is going to be glossy, and then going towards white, will be rougher. So, set something just like that for the snow, and then this will be the top portion here. And so, maybe this is just a little bit more glossy. Or, we can reverse it. And the snow is a little bit more glossy, and the top is more diffused. Maybe something like that. So, once we're happy with that, we can actually just connect the Image Texture back into the Diffuse channel, and then we want to add in the Clamp on the Image Texture, so we can drag the Clamp Texture onto the connection there. And then, we can set the Minimum value just up a little bit, and if we don't want that to be pure white on the snow, we can also Clamp the Max value, so that we're getting more of a gray value in there. So, now that we have that setup, let's go ahead and change the name here. We're going to keep the same naming convention. So we'll just go Mnt_D, and then we will copy that, and let's just stop Octane here, and we'll close that. And then, we'll go back to our project file. So in here, we can paste this new material and we'll drag it over to our other mountain materials. So, there is D, and we will create C. And so, we're just going to rename these as well to make it a little bit more clear. And then, this one will be B. Now that we have these in here, we just want to make sure that we have all of the correct images linked. So, we'll go ahead and reopen the Node Editor, and we just have to go through our Image Textures here. This one is D. Let's see here. So, this one here is D, that should be fine. We can go to C and open that in the Node Editor. And this one, we need to change these to match. This should be the Diffuse C, so right there. And then, this will be the matching Normal map for that one. So, that is our Mnt_C. And then we'll do the same thing for B, so we select B, open the Node graph for that one, and then we will replace these. So we can select this Diffuse map here, and then click on Open. And then, we will select the Normal map as well. And we're just making sure that we're getting the files that are 2048 by 2048. Okay. With all those linked, we can close that, and then we're going to copy these over. So we'll copy that one over there. Copy Mountain C there, and then Mountain D, just like that. At this point, it's a good idea to save your project. You probably don't want to try rendering in Octane just yet because we do have so many materials that we have not converted. Just to recap, we created a Glossy Material with a couple of maps that are connected to the Roughness, as well as a Normal map. I hope you enjoyed, and feel free to go on to the next video.
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