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Cinema 4D. Blender. Houdini. Standalone. Different interfaces, same underlying Octane. Day 3 of Octane Foundations looks beyond the DCC to the engine underneath.
Dive into the weekend 🌊 Ripplor - fully procedural water for Cinema 4D. Ripples, wakes, and rain that lands with real crowns and jets. No sim cache. Any renderer. Drop it on a mesh. Press play. $10 off with code SHARK until Sep 1
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Workflows that make you say OH YEAAHH! In celebration of National Kool-Aid Day, let’s look at kicking off a little 3D build from concept to execution. For concepting, we’ll start inside @OTOY Studio, using the ChatGPT 2 Image model to reinterpret the reference as an enamel pin. Then, we’ll pipe that result into another image node to generate clean, isolated 2D artwork with transparency. Next, we dive briefly into Photoshop, where the transparency is converted into a vector path and exported to Cinema 4D. Because the spline comes directly from the artwork, everything lines up perfectly. A few quick modeling tricks later, the pin is built. Materials, lighting and final look development are handled with @OTOY OctaneRender. Now the handoff. Using the Cinema 4D @rendernetwork Wizard, the finished scene is submitted directly to Render Network. The scene uploads, the job is configured in the Manager App, and all 180 frames are rendered in minutes. Concept → artwork → vector → 3D → Octane → Render Network. OH YEAAHH!
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With newly added Gaussian splat tools like TripoSplat image-to-splat, @OTOY Studio makes it possible to rapidly turn a single image into a real-time volumetric 3D asset and carry it into a broader production workflow. Here I generated a sand castle splat in OTOY Studio, brought it into @SplatPaintApp for real-time procedural FX, imported it into Cinema 4D to build an X-Particles system, and then exported the animated splat sequence into Octane Standalone for final relighting and rendering. Image → splat → real-time FX → X-Particles → animated splat sequence → Octane render. The full animation can seamlessly be sent to @rendernetwork for scalable rendering without changing the core workflow. Rapid iteration, real-time creative control, and a direct path into production VFX. Explore the tools at:
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