UGH! I keep forgetting to switch the source in the ramp node to "alt" when driving it with mograph data... this makes such a handy reference tutorial for mograph texture design in RS
Very informative tutorial as usual, thank you. If you have a little time in 2018, I'd like you to do a tutorial on how to replace the Mograph multi shader that does not work with Redshift to assign more than 10 textures to clones, like, for example, in a game of dominoes or a deck of cards. I am a beginner and I can not do it. Thanks again and Happy New Year.
Hey - i have a tracer object which is tracing splines. I then use the RS tag to render the splines as hair. Is there any way i can achieve color variation using this metod (a tracer) and not a cloner object?
Great video! I have a question) You aplied RS Color User Data node to Output node. Is it like then you use just Luminance color in standart render in C4D? (for example, when you want to make 3D render in fake 2D style). Thank you!
you can try that,but luminance shader is different.(emission in RS material).If you connect texture directly on output node it will not have any effect on GI.
Is there an explanation for why the ramp must be multiplied by 2? normally random values would be between 0 and 1 and the Ramp UV value would be 0 to 1 as well... seems odd it doesn't map 1:1
I dug in a little and I think it might be a color space issue. Instead of multiply by 2, use the "RS Color Correct" node and set the gamma to 2.2 (which is the sRGB value) I get perfect color results. I tested this with a linear cloner and step effector to generate a grey scale ramp where the midpoint was exactly 0.5.
Watch updated video:th-cam.com/video/uQdlB0yPQc0/w-d-xo.html
i realize Im quite off topic but does anybody know of a good website to stream new series online?
Nobody except you shows so many ways to achieve the same stuff. Awesome. Thanks a lot!
Was trying to figure out how to do this with leaves. This video comes out just in time. Many thanks!
I'm glad it helped ☺️
Exactly what i was looking for. Thanks a lot for sharing your skills with us
Once again, THANK YOU for this very clear tutorial.
Thank you so much for letting me know various way to do it :)
UGH! I keep forgetting to switch the source in the ramp node to "alt" when driving it with mograph data... this makes such a handy reference tutorial for mograph texture design in RS
Awesome tutorial thank you and happy new year!!
Happy newyear 😊
Awesome. Very helpful dear. Thanks
Very informative tutorial as usual, thank you.
If you have a little time in 2018, I'd like you to do a tutorial on how to replace the Mograph multi shader that does not work with Redshift to assign more than 10 textures to clones, like, for example, in a game of dominoes or a deck of cards. I am a beginner and I can not do it.
Thanks again and Happy New Year.
Try shader switch with 10 textures,message me if it is not working...Happy newyear 😊
Music?
Hey - i have a tracer object which is tracing splines. I then use the RS tag to render the splines as hair. Is there any way i can achieve color variation using this metod (a tracer) and not a cloner object?
Good Tutorial! Specially your trick with "ramp" :-)
Thank you SV 😍😊
It is possible to put color in cloner but with no ramdom colors ? thank you !
Thanks ! You saved me !
Great tutorial
Great video! I have a question) You aplied RS Color User Data node to Output node. Is it like then you use just Luminance color in standart render in C4D? (for example, when you want to make 3D render in fake 2D style). Thank you!
you can try that,but luminance shader is different.(emission in RS material).If you connect texture directly on output node it will not have any effect on GI.
Is there an explanation for why the ramp must be multiplied by 2? normally random values would be between 0 and 1 and the Ramp UV value would be 0 to 1 as well... seems odd it doesn't map 1:1
I don't know exact math behind it.You can use change range node as well.
I dug in a little and I think it might be a color space issue. Instead of multiply by 2, use the "RS Color Correct" node and set the gamma to 2.2 (which is the sRGB value) I get perfect color results. I tested this with a linear cloner and step effector to generate a grey scale ramp where the midpoint was exactly 0.5.
Bradon Webb wow...that may be the reason...thanks for the info
Thanks for this!
For some reason when I use the RS Mul node, I lose all color info and it just becomes grayscale.
So I tried with the color correct node instead (2.2) gamma now I have color info, but it is only showing the first 2 colors in my gradient.
th-cam.com/video/uQdlB0yPQc0/w-d-xo.html
Nice IDM music!
good tuto. Thanks
When I preform a final render, my materials revert to one material. Does anyone know why?
Perfect Thanks
I fuck,ing love you dude ur a an awsome person!!!!!!!!!! thxnks for uploading this kind of videos do you have any redshift for c4d tuts? or courses?
will this work with xparticles?
javier girona I don't have x particles :(
Nice!
Excellent!!!!
Thank you 😊
Thank you!!!
Thanks a lot. :)
gooooood job
Thank you 😍
more !
legend
super!
Thank you!!
Is there anyway of doing this in maya?