Great video! Nice tutorial, clearly explained, and really useful. I'm a Redshift noob, but I've been going through the HelloLuxx Redshift tutorial series I bought on Black Friday and really digging it (no I don't work for them, nor am I being compensated by them in any way.) Just a couple comments. Not trying to be a know-it-all, but this is stuff I just learned over the past couple days so it's fresh in my mind. Please correct me if I'm mistaken (maybe it's a version thing, since the tutorial is a year old): 1) Just a quick tip I thought was pretty great...You can drag multiple image files directly from the finder into the shader graph and they'll make a texture node for each image that use the name of the image file. 2) Glossiness maps are actually the inverse of roughness maps. If they're abstract it doesn't make so much difference, but if it makes a difference you'll want to invert them with a Color Invert node. 3) For a normal map to work properly, I believe you need to plug the texture into a Bump Map node (Utilities>Bump>Bump Map) and set the Bump Map Node's Texture>Input Map Type to Tangent-Space Normal or Object-Space Normal, depending on what your image is. Again, really fun, useful tutorial! Thanks!
Is funny I found your video when you were building your threadripper since me too, and now I found you again now that we are both working on Redshift. Cool!
@@vgamepuppy1 I haven't found this possibility in this version of redshift (I don't know if anything's changed since then), it's possible to fake it using a map for admission color, where black areas are supposed to be darker, though.
You don't have to keep duplicating texture nodes to import your texture. You can just select all of your textures from Windows explorer and then drag&drop em into your shader graph and Redshift will automatically create all the texture nodes for each texture.
Yeah for that piece I had to use Cinema's physical renderer for the fire and add it in post. But now that redshift supports volumes It would be awesome to find out how to utilize it properly.
So I changed the Emission and Emission Weight attribute, but the object only glow up in color without emitting any light to nearby objects. Did I miss something important?
i'm creating simple emitter and render with redshift, and rendering all frame. yes i've checked the show object in emitter. it showed up on the viewport but when i render as animation i can only see current frame animation no emitter object render/ created on the next frame. but it still render the animation. can anybody have a solution for this? thank you
RS Material --- Overall -- Emission and Emission Weight
fuck yes, thanks
@@whatman65 fuck yes this is all I wanted
thank you.. this is ridiculous lmao
You saved me 12 minutes
good job!
I would never have thought that I would be seeing redshift tutorial from you. I'm glad you've joined the redshift family. More tutorials yes please!
+Slobbo Video hah why do you follow my main channel?
Thanks, just learned the emmission color texture to make nice backlit visuals for pro shop presentation, awesome!!
9:04 the recap to do all without watching the whole tutorial 💪🏼
Very important remark that you need GI enabled to make textures emit light. I did not knew that, thank you.
Thank you.
Great video! Nice tutorial, clearly explained, and really useful. I'm a Redshift noob, but I've been going through the HelloLuxx Redshift tutorial series I bought on Black Friday and really digging it (no I don't work for them, nor am I being compensated by them in any way.) Just a couple comments. Not trying to be a know-it-all, but this is stuff I just learned over the past couple days so it's fresh in my mind. Please correct me if I'm mistaken (maybe it's a version thing, since the tutorial is a year old): 1) Just a quick tip I thought was pretty great...You can drag multiple image files directly from the finder into the shader graph and they'll make a texture node for each image that use the name of the image file. 2) Glossiness maps are actually the inverse of roughness maps. If they're abstract it doesn't make so much difference, but if it makes a difference you'll want to invert them with a Color Invert node. 3) For a normal map to work properly, I believe you need to plug the texture into a Bump Map node (Utilities>Bump>Bump Map) and set the Bump Map Node's Texture>Input Map Type to Tangent-Space Normal or Object-Space Normal, depending on what your image is.
Again, really fun, useful tutorial! Thanks!
Great video, is there a way to have a mask drive the emission - so only part of the image texture is glowing and the rest does not?
Excellent tutorial. Very well explained. Thank you.
Awesome!
Thank you for your lesson!
Is funny I found your video when you were building your threadripper since me too, and now I found you again now that we are both working on Redshift. Cool!
Nice tutorial. Thx.
Looks cool! How do you make geometry of the rocks? Some special RedShift nodes?
+dop dp they are from Megascans, Linked In description
Thanks, miss description, sorry))
Ah, the evil hidden Emissive Weight! Thanks man!
Dude, you only needed to show the overall emissive input. But thank you for the info, it helped me!
Is there any way to use a map for Emission weight?
Did you ever figure this out. I’ve seen it done before for edge lighting etc
@@vgamepuppy1 I haven't found this possibility in this version of redshift (I don't know if anything's changed since then), it's possible to fake it using a map for admission color, where black areas are supposed to be darker, though.
@@sfspmusic I’ve tried different nodes as the emissive, you can use a Tex map for the material itself but you may need to make it outside of c4d
You don't have to keep duplicating texture nodes to import your texture. You can just select all of your textures from Windows explorer and then drag&drop em into your shader graph and Redshift will automatically create all the texture nodes for each texture.
+Slobbo Video that sounds faster :) eventually I'll have all of my RS materials in my Content Browser
hey great stuff but do u know of any way to construct volumes out of the emissive materials ?
have you figured it out maybe?
REALY?! I watch this video 10 mins, just to see how you turn on lightsaber object without any explaining.
its just the same as the area light for the haze from background.
Probably RS Area Light -> Area -> Shape -> Mesh and he put his lightsaber mesh in it
Is there a way to save materiaals or build a material library in redshift/c4d?
+shaolintiger1 yeah you can save them into he Content Browser, I'm building up a RedShift Material library
Thank you so much!
Just drag and drop into a folder in content browser like you do in normal c4d with normal materials.
You do not connect a Gloss map to Roughness. you connect a Roughness map to Roughness. A Gloss map need to be inverted, then it's a roughness map.
Explain me please, how to set up Emission Wight through the Gradient Ramp ?
enable the "alpha is luminance" checkbox on the gradient ramp
This is amazing. please make a video on redshift volumes next.
check out your Sith video, you mean like smoke/fire etc.? I haven't played with that very much
Yeah for that piece I had to use Cinema's physical renderer for the fire and add it in post. But now that redshift supports volumes It would be awesome to find out how to utilize it properly.
More like these pls!!
Thank you.. More redshift tutorials please
So I changed the Emission and Emission Weight attribute, but the object only glow up in color without emitting any light to nearby objects. Did I miss something important?
make sure GI is on in your redshift settings
I got the same exact answer from a redshift forum expert, but thanks anw!
i'm creating simple emitter and render with redshift, and rendering all frame. yes i've checked the show object in emitter. it showed up on the viewport but when i render as animation i can only see current frame animation no emitter object render/ created on the next frame. but it still render the animation. can anybody have a solution for this? thank you
thank you bro
emissive material is black on editor and grey in the render. Don't know what's wrong
This dude looks like Glenn from The Walking Dead lol
Bad thing about this emissive material that they do not produce that haze or maybe I am doing something wrong...
You helped me.
Thank you so much!
Thank you very much!