Brilliant! Thank you for this. I particularly liked the AO part as I've got loads of materials with an AO map and I've not worked out where it goes. Cheers!
So long awaited tutorial finally arrived! Thanks!! I didn't know a few things, like set the sRGB Albedo and other maps are RAW color space. Same for AO and Metalness, never used them, by now.
Thanks for that! Finally someone that it explains easy and simple. Do you also know how to generate variation in the offset, so that different Clones or instances show the texture differently?
Thanks Elly - perfect timing and a great quick(ish) tip, I'd just started playing with the new Substance 3d Sampler and this helped get a better result from the materials created. I had the type wrong on the bump map - and had no idea what to do with AO. I'm doing another render in Redshift that looks so much better.
Love how concise and to the point your tutorials are. Would you ever consider doing a "How-To" on proximity shaders that change object's color when collided by another? TY!
Does Redshift come with materials already, like brick, wood, stone, concrete, etc, or do I have to build everything from scratch or import 3rd party material libraries?
This question has been bugging me for a while: Does it matter which value is set in the standard material node, before I plugin textures (I'm using RS for Houdini, just in case it is different between DCCs) Does the texture input get multiplied with the Standard Surface's set value? For example do I need to set the base color to white and the roughness to 0 or 1, or does it not matter?
Why does the textures folder go back one step every time in the latest versions? For example, I select a texture in some folder on my disk (texture/Path), then the next time I want to select from the same folder, but the texture path already goes to the previous folder, how can I make the default texture path be in the location from the last one? once the texture was taken? And yes, motion blur does not work in the latest versions of rs or C4D. And back-plate also do not working. What happen with rs WTF
Once upon a time, I could drag and drop texture maps into the graph editor from the tex folder in explorer and just the file name would show up in the directory path. This was great since it defaults to the tex folder. Now, the whole directory path shows up with the file name which is a major pain in my backside because I have to remember to delete the path information and leave the filename. Is there something in the settings that need to be changed to avoid this? If not, can Maxon PLEASE fix this?
This might be a really stupid question but how do I get the same material node UI as the one in the tutorial. my redshift and c4d are both up to date but the UI is still the same as always. Cheers
And lastly, I really think this tag is unnecessary for using displacement. What a boring thing. These parameters should be inside the displacement node. I hope the developers make our lives easier in the future.
This is by far the most helpful tutorial I have found for importing objects with texture files into C4D/ Redshift, bravo.
Thank you finally someone who broke the lesson down straight to the point with actually informative info
This is about the most clear and concise tutorial I've seen on RS material maps. Thanks, Elly! Your presentation was great at SigGraph '22 as well!
So Good. I am 'demystified'.
Elly is killing it with these redshift videos!
This is one of the best videos out there on the subject. Concise, well explained and easy to follow. Great job Elly!
Very clear description! Thank you!
Really helpful when getting started. I will bookmark this video for future reference. Thank you.
As e Redshift newcomer I love these short and very usefull videos!
Thanks!
Great Job Eli, I followed using my own material. Many questions were clarified with your great tutorial. Happy 2024 !!
Love this! As a beginner, these are the most clear and precise steps I have found. Thank you so much!
love you elly. this was concise and very informative. thanks for explaining this so clearly. much appreciated.
Brilliant! Thank you for this. I particularly liked the AO part as I've got loads of materials with an AO map and I've not worked out where it goes. Cheers!
Thanks so much, dear Elly! Very helpful and well explained as allways (on the point!)!😍😎😍
So long awaited tutorial finally arrived! Thanks!! I didn't know a few things, like set the sRGB Albedo and other maps are RAW color space. Same for AO and Metalness, never used them, by now.
Thanks!😉😉😉😉
This cleared up a lot of questions I had. Thank you!
This is exactly what I needed! Thank you so much!!
Awesome!
Thanks for that! Finally someone that it explains easy and simple. Do you also know how to generate variation in the offset, so that different Clones or instances show the texture differently?
Thanks so much for this!!! You’re tips are always so helpful!!!
I absolutely love these simple RedShift tips!!! Can you make a tip on how to make gradients in Redshift?
Спасибо большое!!!! Все понятно и материалы заработали.
Heck yeah! That was an awesome video!
Thank you!!!!!
Thanks!!
This is amazing! soo needed!! Thank you
Thanks Elly - perfect timing and a great quick(ish) tip, I'd just started playing with the new Substance 3d Sampler and this helped get a better result from the materials created. I had the type wrong on the bump map - and had no idea what to do with AO. I'm doing another render in Redshift that looks so much better.
Wanted to be the first to show my appreciation to your wonderful stuff
Love how concise and to the point your tutorials are. Would you ever consider doing a "How-To" on proximity shaders that change object's color when collided by another? TY!
What happens with GLOSS and REFECTION parts of a TEXTURE?
Omg it’s the best tut) I want same tutorial for RS shadergraph
Glad to see so many tutorials for C4D and RS. Too bad there are so few recent ones for MAYA and RS. Geez.
where i can learn do this things on my own? i know take practice and hours in the program but i want theory of this things. thanks for the video.
Normally PBR texture has a scale already defined, that is, the size at which the texture was captured. How to configure this scale in Redshift?
What about "alpha is luminance"
Which maps does that need to be check for? If at all?
Does Redshift come with materials already, like brick, wood, stone, concrete, etc, or do I have to build everything from scratch or import 3rd party material libraries?
This question has been bugging me for a while:
Does it matter which value is set in the standard material node, before I plugin textures (I'm using RS for Houdini, just in case it is different between DCCs)
Does the texture input get multiplied with the Standard Surface's set value?
For example do I need to set the base color to white and the roughness to 0 or 1, or does it not matter?
👍
Why does the textures folder go back one step every time in the latest versions? For example, I select a texture in some folder on my disk (texture/Path), then the next time I want to select from the same folder, but the texture path already goes to the previous folder, how can I make the default texture path be in the location from the last one? once the texture was taken?
And yes, motion blur does not work in the latest versions of rs or C4D. And back-plate also do not working. What happen with rs WTF
Once upon a time, I could drag and drop texture maps into the graph editor from the tex folder in explorer and just the file name would show up in the directory path. This was great since it defaults to the tex folder. Now, the whole directory path shows up with the file name which is a major pain in my backside because I have to remember to delete the path information and leave the filename. Is there something in the settings that need to be changed to avoid this? If not, can Maxon PLEASE fix this?
This might be a really stupid question but how do I get the same material node UI as the one in the tutorial. my redshift and c4d are both up to date but the UI is still the same as always. Cheers
So I should not trust Auto for Color Space?
And lastly, I really think this tag is unnecessary for using displacement. What a boring thing. These parameters should be inside the displacement node. I hope the developers make our lives easier in the future.
So insanely complicated!!!!!! lol, I'm sticking with Physical rendering, so much quicker.
Absolute mess to understand!!!! Hideous process to add textures to objects!!!!!!
I’m sure the info is good, but that voice…
Bofe. Noo. Mettool.Textcha. Eksetra. Juss like viss
Grow up and stop being ungrateful.