PLAYGROUND // ID15 Process

Few days ago i released my new playground to the world, The reception was great, i received on many lovely comments, invited to the visual art festival in downtown Mexico City, Featured at Octane Render Italy Homepage, and more flattering stuff. Even though i did it all alone, this is one of the most fun projects I've ever worked on - since it was fully free of limitations and actually just playing around with Cinema 4D & Octane render.

Beside that, many asked me questions about the process & some technical stuff regards render times, setup, etc.. Basically this is the reason i'm doing this blog post - to share some of the creative process, technical aspects and demonstrate some of the Cinema 4D & Octane render capabilities. I've been using Octane for 6 month's now and this project was my first baptism of fire with Octane.

It started from something very different from the end result, After doing many colorful stuff over the past years, i thought about doing something more dark & dramatic. So i've decided to start playing with my main environment for the scene.

As you can see by now, it got nothing to do with the end result :) All those tests was a great learning curve for me and after a month doing those 'dark' shit i felt like i had to go back to my colorful world. In the end it just driven me to create something even more abstract and funky. So i've opened a new C4D project, and start messing with some random ideas and concepts that only i understand. Those are some initial R&D from my playground. As you can see it's much closer to the final result :)

So let's talk a bit about the way it's all animated. I'll start with the fact I LOVE XPRESSO (c4d system for node based scripting) i'd decided to try animate all the all scene with only expressions driven by time. I won't get to much intro details, but here is some screenshot for my giant scene setup (it's actually not complicated at all, everyone that knows a some Xpresso will understand what's going on here). It's super powerful and procedural way to animate stuff. I made some costume sliders for the frequency & speed of every element in the scene, that way i could only change the parameters for each shot and achieve easily the desired animation

Music is always a major player in my projects, and when i started searching for music inspiration, I run into a great piece by LTGL. i've contact them and asked for permission to use their music. As you can see i edited the piece following the music. I started export some rough animatics and stitch them together.


Rendering process - For lighting the scene i've used a great HDRI by Maxim Rose. Render kernel was Pathtracing with 1250 samples. during this process i've moved completely to work with the awesome Octane node based shader system, Really powerful stuff! Rendering took approximately 7-8 minutes per frame on my machine (Using 2 GPUs - EVGA Titan X). The fact that there are multiple light sources in the scene beside the HDRI (i'm talking about the emission balls) made the render much longer (without the emission balls render is noise free in 2-3 minutes). But 7 minutes per frame was fine after working with Vray for a long time ;) i'm using Thinkbox Deadline to manage my renders.

Well, That's it i think. Thank you for reading. This is the final piece: