this tutorial is better than what GSG has. i really understand this Redshift Fog clearly now.. but on GSG I still have some questions when I am learning Redshift the first time
phase is something like anisotrophy for volume, so if anyone wants to know close to 1 is more like water vapor(it makes light go more straight through, just a bit of scatter), and closer to 0 is more smoke-like(scatters light rays in all directions).
One thing I noticed from all your videos is that the lights are really well positioned. And knowing that lighting contributes 80% to a photorealism render, could you someday do a tutorial on it?
Thank you! It is true, lighting and textures are key. I def want to do a lesson on lighting, I just have to find the time! Thank you for your support 🙃
11:39 It kinda feels logical to me. If a light is smaller it acts more like a 'spotlight', and spotlights have this feature, right, of having a beam. Thanks for the tutorial. I'm on Houdini, but this was still very useful.
Yes, it might be because you have the same power for the light, but all of a sudden the light got bigger, therefore it doesn't produce as much light because it becomes a smaller value in relation to the light size. This is the only way I can think of it. Thanks for the support!
@@YouAndMeAcademy yeh. nice work! New Xpresso node Time - into Noise, set the Source to User, and plug time to the User time. And I manage to reduce the speed with Mult time by 0.5.
Thanks! Question. I am trying to use a dome light backplate image and environment volume fog but as soon as i add some attenuation in the environment object the dome light backplate disappears.
I just tested. It works here. Make sure on your dome light you have all you rays off so it is not contributing to the light. I dropped in an area light with some volume and works great. Your settings might be too powerful. Good luck 🤜🤛
I would try using the texture as a light blocker. So have a light point from behind and then make a cutout of what you want the fog to go through. Sounds like you are looking for a trapcode shine effect if I’m understanding correctly. Thanks for the support!
@@YouAndMeAcademy yeah I don't think that will work. This is a texture on a model. I have the texture ported in to emissive color and it's not giving me the results I need. I have heard on redshift forums that some people have been asking for this since 2017
loved this video. Is it still true that emissions from the overall of redshift materials will not affect environment? I saw you could make an area light to the mesh however doesn't allow me to layer textures, etc. (or I don't know how).
Hi Brett, so I have never tried this, but I found a solution. You can use an area light as a mesh. Have your object be the mesh. Turn the mesh to be visible, and then pipe in the texture into the light texture. This seems to work with the environment. Thank you for your support!
@@YouAndMeAcademy ahhh very cool. Was blending two of your videos together to try things out (stacking materials plus environment) and was hoping to do a kind of glowing scratches thing etc. I’ll have to try this. I’ve taken a few classes on c4D coming from photography and absolutely love your tutorials. Appreciated deeply
11:44 because intensity is the same, so it's packing the same 'energy' but on a smaller surface. if you normalize light, it should be fine (didn't test it)
I'm struggle with usage of volume light, fog and vdb in one scene. At this point, don't know how to combaine all of thise. To lights up vdb you need to increase volume of the light source to 1, so its washed out all other scene..
Hi Vasily, this could be a good topic for my side project I do called Hot Line How-To. Basically, I answer peoples questions. I will add it to the list. Thanks for your support!
Just use the project((include/exclude)your objects in the scene. Same spot same light, one contribute to the volume and other to the environment or vdb
One of the best tutorials I'v ever seen!
Many thanks! 🤜🤛
this tutorial is better than what GSG has. i really understand this Redshift Fog clearly now.. but on GSG I still have some questions when I am learning Redshift the first time
Glad it helped you, thank you for your support! 🤜🤛
I would 1000 percent pay monthly for your tutorials if you created a patreon. Love your videos dude!
Too kind of you Nathan. Perhaps if I can find the time I will! Thank you for the support 🤜🤛
Whoa! Awesome tutorial. Never knew about the noise volume. Thanks
I hope it helps 🙃
Thank you, your training vids are really good..and I watch a lot of training vids.
Thank you for the love! It’s always nice to hear that the tutorials are helping 😊
thank you! I kinda knew this already but your example really makes it more clear to me!
Wonderful, glad it has helped! Thank you for the support 😃
phase is something like anisotrophy for volume, so if anyone wants to know close to 1 is more like water vapor(it makes light go more straight through, just a bit of scatter), and closer to 0 is more smoke-like(scatters light rays in all directions).
Thank you Greg 😊
One thing I noticed from all your videos is that the lights are really well positioned. And knowing that lighting contributes 80% to a photorealism render, could you someday do a tutorial on it?
Thank you! It is true, lighting and textures are key. I def want to do a lesson on lighting, I just have to find the time! Thank you for your support 🙃
amazing explanation thank you
Always, I hope it helps. 🤜🤛
@@YouAndMeAcademy Sure
Thanks, great tutorials man) really appreciate your effort
You’re welcome! Thank you for your support 🤜🤛
11:39 It kinda feels logical to me. If a light is smaller it acts more like a 'spotlight', and spotlights have this feature, right, of having a beam. Thanks for the tutorial. I'm on Houdini, but this was still very useful.
Yes, it might be because you have the same power for the light, but all of a sudden the light got bigger, therefore it doesn't produce as much light because it becomes a smaller value in relation to the light size. This is the only way I can think of it. Thanks for the support!
Nice Tut! thanks. How about some noise reduction tutorial.
Great tut. Thanks.
I assume you could plug in Time node to that noise parameter to animate the fog noise. )
Thank you! Yeah seems like it would work.
@@YouAndMeAcademy yeh. nice work!
New Xpresso node Time - into Noise, set the Source to User, and plug time to the User time. And I manage to reduce the speed with Mult time by 0.5.
Lesha awesome! Good find 🙂
Thank you mate! Its a treasure
Thanks man 🙃
Amazing, super nice tutorial! Thank you!
Thank you! 🙃
I hope to have a complete tutorial of Redshift renderer to buy
really good tutorials. please keep'em coming :)
Thank you 🙃
Thanks! Question. I am trying to use a dome light backplate image and environment volume fog but as soon as i add some attenuation in the environment object the dome light backplate disappears.
I just tested. It works here. Make sure on your dome light you have all you rays off so it is not contributing to the light. I dropped in an area light with some volume and works great. Your settings might be too powerful. Good luck 🤜🤛
@@YouAndMeAcademy thanks!
how does an emissive texture contribute to the volumetric lighting in redshift?
I just did a test. Emission does not work with Volumetrics... at least I could not get it to work!
Thank you very much!
You're welcome, thank you for your support!
Would you please upload a video how do you shade the Traffic Lights.
Raneem! You have to watch hotline how to episode 2. I promise you will be happy ;)
thanks a lot!
You’re welcome 🤜🤛
Super helpful thank you 👏
Thanks Andy 🙃
Thankyou so much
Always. Thank you for the support!
Omg!, Thanks a lot man, Really appreciate your time and effort!
Glad it’s helping! Thank you for the support 🙃
how does this work if you want to emit from a texture?
I would try using the texture as a light blocker. So have a light point from behind and then make a cutout of what you want the fog to go through. Sounds like you are looking for a trapcode shine effect if I’m understanding correctly. Thanks for the support!
@@YouAndMeAcademy yeah I don't think that will work. This is a texture on a model. I have the texture ported in to emissive color and it's not giving me the results I need. I have heard on redshift forums that some people have been asking for this since 2017
loved this video. Is it still true that emissions from the overall of redshift materials will not affect environment? I saw you could make an area light to the mesh however doesn't allow me to layer textures, etc. (or I don't know how).
Hi Brett, so I have never tried this, but I found a solution. You can use an area light as a mesh. Have your object be the mesh. Turn the mesh to be visible, and then pipe in the texture into the light texture. This seems to work with the environment. Thank you for your support!
@@YouAndMeAcademy ahhh very cool. Was blending two of your videos together to try things out (stacking materials plus environment) and was hoping to do a kind of glowing scratches thing etc. I’ll have to try this.
I’ve taken a few classes on c4D coming from photography and absolutely love your tutorials. Appreciated deeply
@@YouAndMeAcademy Is there a way to make the now black areas of the object show a material you think?
thanks a lot my guy really thanks
🤜🤛
Awesome, thanks :)
Your welcome 🙃
11:44 because intensity is the same, so it's packing the same 'energy' but on a smaller surface. if you normalize light, it should be fine (didn't test it)
Thanks Jake, seems to make sense.
So the reason for why light is acting weird when scaled is the "normalize" option which you may find in each light's settings.
Thank you for the knowledge! We are stronger together 🤜🤛
@@YouAndMeAcademy Yaay:) 🤜🤛
I'm struggle with usage of volume light, fog and vdb in one scene. At this point, don't know how to combaine all of thise. To lights up vdb you need to increase volume of the light source to 1, so its washed out all other scene..
Hi Vasily, this could be a good topic for my side project I do called Hot Line How-To. Basically, I answer peoples questions. I will add it to the list. Thanks for your support!
Just use the project((include/exclude)your objects in the scene. Same spot same light, one contribute to the volume and other to the environment or vdb
Can you animate the fog? Almost like a scary scene?
It’s a bit limiting. I would look to VDBs, comp, or a smoke sim program.
i fucking love your tutoirials man.
Thank you 🙏
GOLD
Many thanks Juan! 🤜🤛
Hero
Thanks for the support 🙃
cyan-blue is not green ;-) good tut, just sayin ;-)
how to render this with alpha?