Octane 101 Tutorial: Setting Up Multi-Pass and Object Buffers

Preparing my final output settings was a bit confusing when I was learning Octane so I thought I would share a “Getting Started” tutorial in case you’re new to the program. This will go over some tips/tricks and gotchas to look out for when setting up object buffers and multi-passes. Hope it helps!

    1. Evan Alexander
      Evan Alexander05-12-2017

      Thanks Joren! I’ve avoided Buffers in Octane – this helps to clarify. My workaround has been this – keep in mind, I only do stills not animation – I create a new render settings (as a child of my Octane render settings) and set this to standard renderer and add a CEL render. I’m addicted to Charlie Rowland’s Buffer Booster so I use this in the CEL render profile. Render out to PSD and move the channels over to my beauty render in photoshop. A few more steps, but a more familiar workflow on really large scenes. One weirdness – for some reason CEL render calculates lighting, which makes no sense and is annoying, so I keep all my lighting in a NULL and just cut it to clipboard, hit render, and then paste back into the Object manager. Only takes a few seconds to render. It’s all extremely low brow, and won’t work for everything – I’m sure you’re shaking your head. I know I must embrace OTOYs way of doing it, though the additional render time is a real let down.

    2. Joren
      Joren05-13-2017

      Yeah, I work with a guy who just renders out object buffers via the .c4d standard render engine, because it’s so much faster. That works, unless you are using a lot of depth of field in Octane, in which case you’re screwed. Aside from slower render time, they’re not too hard to set up though. If you’re just doing stills you should be able to use the way I show in the tutorial without too much hassle!

    3. Terry
      Terry05-17-2017

      Thanks for the tutorial – very handy! 🙂

      I think the problem you had with the pyramid buffer is because Octane might use ID1 as the default for anything in the scene that doesn’t have an ID assigned to it – ie, the floor. So what you actually rendered out was the buffer for the floor + the pyramid, which is why it looked like the inverse – it was the floor with the other object IDs subtracted from it.

      • Joren
        Joren05-17-2017

        Ah very interesting. Thanks for the note Terry, I appreciate it. That definitely makes sense now. Glad to figure that out, thanks!!

    4. Tim
      Tim05-19-2017

      Haha, Oh man, i’m so glad you’re having as much trouble with buffers and passes as I! I can tell all the trial and error you went through to figure this out! you got further than I did! Thanks for the tut! 🙂

      • Joren
        Joren05-19-2017

        Yeah, super annoying. I found a lot of things that didn’t work! But now that I know the process it’s not too bad…

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