Redshift for Cinema4D: How to Use Texture Maps (Megascans, Poliigon, RDTextures, etc.)

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  • เผยแพร่เมื่อ 7 พ.ย. 2024

ความคิดเห็น • 90

  • @73maxmau
    @73maxmau 6 ปีที่แล้ว +18

    Roughness also must be in linear space. Basically, any gray scale and normal, must be in linear, while rgb map albedo/diffuse must be in srgb.

  • @Brandonbraun
    @Brandonbraun 4 ปีที่แล้ว +3

    seriously, thank you so much for this video. redshift displacement is insanely confusing for a new user.

  • @MoeMurdock
    @MoeMurdock 2 ปีที่แล้ว +1

    Oh my god i've been trying to understand how to do this for months! thank you so much for this!

  • @JWS1968
    @JWS1968 4 ปีที่แล้ว +1

    Thanks for this tutorial covering a very underrated topic. Many tutorials are popular because they teach you how to create a 'hero shot' like a cool animation technique or how to sculpt an interesting character etc and that's very cool don't get me wrong. This is one of those topics that can be brushed aside because it's not that glamorous. However if like me you come across materials that just don't render the way you expect them to for no apparent reason and you are 'sure' you aren't at fault, of course not, you can never be wrong hahaha yea it's Redshift or C4D that isn't working properly!! We've all been there HAHA. Tutorials like this are that little piece of the puzzle that's been missing and then all of a sudden hey wouldn't you know it, Cinema 4D/Redshift works the way it should and the renders start to look the way you expect. Like magic.

  • @E_Dtl
    @E_Dtl 6 ปีที่แล้ว +1

    What a nice straight forward tutorial. Very well explained.

  • @5olano
    @5olano 3 ปีที่แล้ว

    Thank you so much!
    Finally I can use this awesome library with confidence!
    And also very nice to see a fellow DOpus user.

  • @MESHQuality
    @MESHQuality 6 ปีที่แล้ว +3

    Thanks, Didn't know about AO to diffuse thing

  • @altberg__
    @altberg__ 6 ปีที่แล้ว +1

    was doing it wrong as well. thanks a million man!! about the AO. i have read to plug it into diffuse weight. but this workflow looks great. looking forward to test later :)

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  6 ปีที่แล้ว +1

      enterb I used to do that with the AO a long time ago. I’ve seen a bunch of ways to do it. However, this seems the most effective and gives way better results I’ve found. Thanks for the comment.

    • @altberg__
      @altberg__ 6 ปีที่แล้ว

      just testing. and well, you are my hero. hehe. finally disp is working like it should in redshift. :)

  • @alexandraumanska5384
    @alexandraumanska5384 3 ปีที่แล้ว

    Thank you so much, it was so hard to find a good tutorial like that!

  • @zeettaaz
    @zeettaaz 4 ปีที่แล้ว +1

    I was doing so many things wrong!! thank you so much!

  • @jakejakejakejakejakejake
    @jakejakejakejakejakejake 5 ปีที่แล้ว

    That Gamma Override BLEW MY MIND! Thankyou, Good Sir!

  • @rorychockman7670
    @rorychockman7670 6 ปีที่แล้ว +2

    You're rad make more! this solved all the things.

  • @CYDevelopments
    @CYDevelopments 4 ปีที่แล้ว +1

    Really great tutorial man! Thanks a bunch!

  • @julienrivoire4685
    @julienrivoire4685 6 ปีที่แล้ว +2

    Thank you Liam!
    Specular maps seem to need an invert node before going into the Rougness input.
    What about the gloss and reflections maps ?
    Cheers!

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  6 ปีที่แล้ว

      Gloss gets inverted. That’s what that check box in advanced does. You don’t need to, but if you want to use a spec/reflection map, you can plug it into the reflection weight.

    • @julienrivoire4685
      @julienrivoire4685 6 ปีที่แล้ว

      Ok thanks man! I'll check that!

  • @georgeluna6217
    @georgeluna6217 3 ปีที่แล้ว

    Fantastic exactly what I was looking for..
    What if among these maps in the folder there also maps of:
    Bump
    Gloss
    Hi-Gloss
    Depth (suppose this equals to displacement map?)

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  3 ปีที่แล้ว +1

      Bump would be bump
      Gloss goes into roughness, but needs to be switched in the material to read it as gloss instead of as roughness. Roughness is just and inverted gloss.
      Hi gloss...not sure. Never seen this.
      Depth is most likely displacement.

    • @georgeluna6217
      @georgeluna6217 3 ปีที่แล้ว

      does it make sense to use bump and normal with a bump blender?
      Also if there are both gloss and roughness maps in a texture does it make sense to use both?
      thnx

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  3 ปีที่แล้ว +1

      @@georgeluna6217 Not really. I'd use normals over bump and roughness over gloss.

  • @chrisrodriguez6899
    @chrisrodriguez6899 3 ปีที่แล้ว +1

    For the normal map, isn’t “object space” higher quality?

  • @3rdDim3nsn3D
    @3rdDim3nsn3D 6 ปีที่แล้ว +2

    Very Good explanation, thank you!

  • @learn2share461
    @learn2share461 5 ปีที่แล้ว

    It would be nice to show how to create a full texture map from scratch .. From a Web image to the end... Maybe with Crazy Bump.
    Thanks for your great tutotials!

  • @EFEKTStudio
    @EFEKTStudio 4 ปีที่แล้ว

    thanks, learned quite a lot in this video!

  • @brianberger
    @brianberger 4 ปีที่แล้ว

    Thanks! What are some good forums to check out to learn more?

  • @cellacyben101
    @cellacyben101 4 ปีที่แล้ว

    Liam!! You're awesome!! Just had to say that.

  • @zozaviski9283
    @zozaviski9283 4 ปีที่แล้ว +3

    Thanks A LOT man

  • @farazshababi1
    @farazshababi1 3 ปีที่แล้ว

    Saved my butt!!
    But mate im using redshift and still wondering for SPECULAR & HEIGHT! Which nodes do they connect to??

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  3 ปีที่แล้ว +1

      Spec goes into specular color. Height is a displacement map.

    • @farazshababi1
      @farazshababi1 3 ปีที่แล้ว

      @@ProfessionallyIncorrect Oh Awesome thanks buddy!

  • @Mrflippyfloop
    @Mrflippyfloop 6 ปีที่แล้ว +2

    Great tips here, cheers.

  • @Cinema4DTutorialsSV
    @Cinema4DTutorialsSV 6 ปีที่แล้ว +2

    Good tutorial. Thanks!

  • @MirkoMancini
    @MirkoMancini 6 ปีที่แล้ว +1

    Nice Tut Liam! TY

  • @kuunami
    @kuunami 6 ปีที่แล้ว

    I could be wrong but I think you'll still need to pipe the AO texture into the AO node and then the AO node into the overall color if you want an Ambient occlusion AOV. Wouldn't the method in this tutorial bake the AO into the diffuse pass?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  6 ปีที่แล้ว

      I haven’t had a chance to check if it affects a diffuse pass. This is how the Redshift guys showed it hooked up on the Redshift forum so I’m going by that.

  • @DevinSloan
    @DevinSloan 6 ปีที่แล้ว +1

    Super helpful, thanks.

  • @СлаваЛозов
    @СлаваЛозов 3 ปีที่แล้ว +1

    Thank you so much

  • @EstebanBustos
    @EstebanBustos 6 ปีที่แล้ว +1

    my Man, saved my life!

  • @gonzalodelval7700
    @gonzalodelval7700 4 ปีที่แล้ว

    I LOVE YOU TE AMO!

  • @REDPanti
    @REDPanti 6 ปีที่แล้ว +2

    i am using 2.5.48 and i don't have tangent space normal option in my bump node any suggestions ?

  • @REDPanti
    @REDPanti 6 ปีที่แล้ว +1

    Thanks so much

  • @danodesigndanomotion2068
    @danodesigndanomotion2068 4 ปีที่แล้ว +1

    Nice

  • @burdenfire
    @burdenfire 5 ปีที่แล้ว +1

    In redshift for c4d. Where does one put a cavity map?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  5 ปีที่แล้ว

      If I get a cavity map in a series, I often find I don't need it. That said, they tend to be like a detailed bump, so you could use a bump blender and layer it in there with your bump/normal map.

    • @burdenfire
      @burdenfire 5 ปีที่แล้ว

      @@ProfessionallyIncorrect thank you for the very quick reply!
      Not sure if intended...but i felt i got the best results blending it as a 2nd layer in my normal pass (what you suggested) and also blending it with my AO pass.

  • @BeyondtheLens
    @BeyondtheLens 5 ปีที่แล้ว

    Was very helpful. tanks a lot

  • @azzdean4532
    @azzdean4532 4 ปีที่แล้ว

    Thanks a lot bro !!

  • @lanzsantos_
    @lanzsantos_ 4 ปีที่แล้ว

    Hello I have a texture that has an height map. Where should I plug in in?

  • @Quarther
    @Quarther 6 ปีที่แล้ว

    Thanks for sharing!

  • @albancontrepois
    @albancontrepois 4 ปีที่แล้ว

    thank you man

  • @TheDede508
    @TheDede508 3 ปีที่แล้ว

    where can you put the cavity map ?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  3 ปีที่แล้ว

      Generally, cavity maps are not used in render engines, but meant for real-time ones. If you're looking for that extra detail, you can put it into the bump or displacement.

  • @markhaynes8124
    @markhaynes8124 6 ปีที่แล้ว

    Cheers !

  • @gbiny7291
    @gbiny7291 6 ปีที่แล้ว

    Very good

  • @albancontrepois
    @albancontrepois 4 ปีที่แล้ว

    and what about bump and specular passes texture ?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  4 ปีที่แล้ว

      Bump goes into bump. Specular can go into the reflection color.

    • @albancontrepois
      @albancontrepois 4 ปีที่แล้ว

      @@ProfessionallyIncorrect is not normal for bump map ?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  4 ปีที่แล้ว +1

      @@albancontrepois Bump and Normal both go into Overall > Bump. If you have both, you can use a bump blender to combine the two, but generally speaking, you don't need to do that.

    • @albancontrepois
      @albancontrepois 4 ปีที่แล้ว

      @@ProfessionallyIncorrect thank you man i learn a lot in this tutoriel cheers :)

  • @chrmez
    @chrmez 6 ปีที่แล้ว

    What about when you have both a normal map and a bump map?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  6 ปีที่แล้ว

      You use a bump blender.

    • @chrmez
      @chrmez 6 ปีที่แล้ว

      ah how simple... was trying to mix them but then you only get a bit of each. Thanx!

  • @maddiehad
    @maddiehad 6 ปีที่แล้ว

    whats the resolution of the plane ?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  6 ปีที่แล้ว

      I’d have to go back and check. You can add tons of resolution with tessellation however.

  • @pppmsantiago
    @pppmsantiago 5 ปีที่แล้ว

    Thanks

  • @kshitijvarshney
    @kshitijvarshney 5 ปีที่แล้ว +1

    Am I the only one whose shader graph isn't importing maps just by dragging and dropping?😶 If someone knows the issue pls help
    Plus: my maps are in png

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  5 ปีที่แล้ว +1

      Make sure you're not running C4D in admin mode. There is an issue with that.

    • @kshitijvarshney
      @kshitijvarshney 5 ปีที่แล้ว

      @@ProfessionallyIncorrect Thankyouuuuu so muchhh mannn!!!!!😍❤❤❤ it worked!!

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  5 ปีที่แล้ว +1

      @@kshitijvarshney You're welcome! Glad to help!

  • @HAJJ101
    @HAJJ101 5 ปีที่แล้ว

    So I followed as shown in the video and I end up with this. I have all the maps needed except for AO. But why is my image looking fake and geometric like this and not photorealistic like the video.?
    My render:
    imgur.com/a/K07mjdo

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  5 ปีที่แล้ว

      Hajj I can’t tell from the image. It too low res. Can you take a screenshot using something like ShareX?

    • @HAJJ101
      @HAJJ101 5 ปีที่แล้ว

      @@ProfessionallyIncorrect Well I tested something. So I took a free object from Google like a skull, rendered it out and put a plastic material on part of it and object and the material on it look realistic. But if I try to do that with a plan and put a ground texture on it for example, as soon as I displace it, it doesn't look realistic like 8k quality. I made sure my displacement texture was at 8k for the detail. So why would that happen for primitive objects??

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  5 ปีที่แล้ว

      It shouldn’t matter if it is a primitive or not. In your textures, are you lowering the MIP level? Something like -10 makes sure it isn’t undersampling the textures and losing detail.

    • @HAJJ101
      @HAJJ101 5 ปีที่แล้ว

      @@ProfessionallyIncorrect where is that at in octane render?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  5 ปีที่แล้ว

      @@HAJJ101 I don't know... this is a redshift tutorial.

  • @andreasberglund9743
    @andreasberglund9743 6 ปีที่แล้ว

    Great tutorial, thanks!

  • @anglereserve
    @anglereserve 6 ปีที่แล้ว +1

    Great tutorial, thx!