Architectural Visualization with C4D and Octane: Creating Fur Rug Shader

Photo of Brandon Clements

Instructor Brandon Clements

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  • Duration: 07:55
  • Views: 1097
  • Made with Release: 18
  • Works with Release: 18 and greater

In this video, we will use the Octane displacement shader to create a fur look to our rug. We will also increase the roughness to create the illusion of micro surface detail to simulate the look of fur.

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Transcript

Hey guys, welcome back once again. In this tutorial, we are going to actually work on the rug and we're going to use a Displacement Channel to actually fake some fur. So let's go ahead and jump into this. I've already copied over our mesh from the main scene into this test shader scene, and what I'm going to do is just select these different rings, or I should say loops. And the easy way you can select some loops is hit U on the keyboard and then hit L and we'll be able to select these guys. And what we're going to do is just create a new Octane Shader. So we're going to come down here to Shader, Octane material, and let's go ahead and we're going to leave it as a diffuse and we're going to call this just like RugOutlineMat, something like that. And then let's change some of the RGB values. Let's say 0.05, 0.04, 0.04. And that's going to kind of give us a darker muted brown. I think everything else, we can actually bump the roughness up a little bit on this and I think everything else will be pretty satisfactory to our liking, so let's go ahead and just hit Apply with Polygon Selection. Then we can come up to Select and we can invert the selection and what we're going to do now is just create another Octane Shader and this is going to be our LeopardRug. Okay. So, let's go ahead and change this to the glossy type. So what we're going to do first off is we're going to create a image texture node and we're going to go ahead and I know how we're going to set this up so I'm just going to put another multiply in there. So we're going to use two different image textures. The first one I have is...let me navigate to it real quick. The first one is just the Luca Noise from Cinema 4D. It's one of the noise shaders and the reason I have that as a 4K PNG is sometimes it takes a little bit of time to bake these out, especially if you have a large scene. The Octane plugin has gotten way better at baking these in the background. So in the past, I had just created some of these noises that I use over and over in Cinema 4D as actual texture files. Okay, so the next one is going to be a leopard print. The next texture is just a leopard fur seamless texture that I did inside of Photoshop by offsetting and clone stamping. It's not perfect but it's going to actually serve us pretty well in this situation, okay? So we're basically just multiplying some more of this Luca detail on top of the fur so it's a little imperfect and we get some interesting variation across the shader. So the next one, we're just going to go down to the Roughness Channel. We're going to load up another image texture and this is just a fabric that I've created inside of Substance Designer. So we're going to change the type to Float and we're going to come down to the Normal. We're going to go ahead and load this up as an Octane Image Texture. And then the last thing we're going to do is come down to the Displacement Channel. We're going to choose Texture and then we have to choose Displacement. Once we have that shader loaded, we're going to dive in here and we're actually going to change the level of details to 4K. So we're going to be using this 4K image to drive all the displacement. So let's go ahead and load up that image. Once that's loaded, we're going to change the type down here to Float and that's just going to conserve some texture memory space since this is a 4K displacement. We only need the black and white values here. All right, so once that has been built out, let's go ahead and right click and say Apply, and that will apply it to the polygon selection that we have. Let's kind of navigate out a little bit. You can see it's a little weird, so we need to change it from spherical. Let's go ahead and just change that to cubic. Another thing that we could do is with everything selected, go into our polygon selection and then just say Fit To Object. Once that's done, I just have to changed this. Let's go ahead and say 45 and 45 in the U and the V. Let's load this into Octane and see how it looks. Okay, so now that it's loaded up, it's not looking too bad. One thing that I have noticed is just on the... Let's go ahead and look at the Glossy and the Specular Channel on the Glossy Shader here. Let's go ahead and kind of pull this down a little bit. Since it's so bumpy, we don't really want there to be a whole lot of reflections showing up, so we're actually going to pull this down quite a bit. So if you were to think about fur, there's so much small microdetail that it would be very hard for that to actually show up using 1.3 and pulling this down to like 0.2 or so will probably give us the look we want. I don't exactly want to use a Diffuse Shader on the leopard print here because I like to see a little bit of this sunlight interacting and having just a little bit of effect on the rug. It looks kind of out of place when you have the entire leopard print not able to have some type of reflection, but it works okay for the trim just because it's so dark, the diffuse model looks fine to kind of outline that and make it pop a little more. Here's another problem that you're probably going to witness is the displacement is actually pulling the polygons that have the displacement off of the rug. Let's try to get down and see... you can see like the actual variation of how it's pulling it off of that rug. If we actually change the mid-level to 0.5, so what the mid-level is doing is, is it's remapping it so that 0.5, that middle grey is going to be the low in. It's basically going to have no effect in the displacement and you can see it as you move this back and forth how you can kind of re-map it and once it gets past 0.5, it kind of flips so you're basically remapping the displacement map a little bit different. So 0.5 will actually help you in this instance to bring it back down and make it look okay. The reason why it's not exactly sitting on the floor is because the bottom part of it as you can see once this loads up a little bit more. It's a little hard to tell, but I don't want those spikes or the wood to show through were the spikes are very, very low. I shouldn't call them spikes, I should call them fur because that's kind of what we're simulating here, but when you actually move the camera further back, you're not going to notice that it's not sitting exactly on the floor and one thing you could actually do is just take the polygons around the trim and just pull them so that they are sitting on the floor. So this will work for our scene. Again, this isn't going to work for every single scene, but I don't want to have an incredible amount of hairs showing up on this rug to do some fur. So it's pretty easy to just go ahead and use Octane's really awesome fast Displacement Shader. Having an amount of 10 works pretty well for us. Like I said, bringing it to 0.5 will take the tearing effect away and from this view, it's looking pretty good. So I think that will conclude it for this video. I hope this has helped you a little bit with the Displacement Shader inside of Octane. We're going to keep moving along in the next couple of videos and finish out the room. So thanks a lot for following along and we'll see you in the next one.
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