For Linear Corrections in Bump, reflection/roughness, and displacement; why don't you simly set "Override Gamma" to 1.0 right inside the RS Texture node? . You don't need an extra node for that.
As I said in this tutorial, Yes its definitely easier just to use Gamma override inside the RS Texture node. But for better visibility where Im using gamma override and where Im not, is color correct node better choice. Plus it shows another way how to handle linear color space compensation.
Hi, thanks a lot for your detailed explanation. Super helpful. However, I just made a test inside RS and there is a noticable difference between using "Gamma Override" inside the Texture node (with Gamma set to "1") or pumping the original Texture into a Color Correct node (with Gamma set to "2.2"), which is a lot brighter. Any idea why that is? I'm using the most recent version of RS, i.e. 3.0.22.
Hi Philipp. Texture gamma override (or Gamma 2.2 correction instead) you are suppose to use only for grayscale textures or jpeg/png textures which are in linear color space and controls numerical parameters. If you will use gamma correction 2.2 for sRGB texture, it will not work properly, because sRGB textures are usually for diffuse color or overall color (and redshift expecting there sRGB color space) , so they do not need any color space or gamma override compensation. But if you will do test as example with roughness texture, which is grayscale texture, you are suppose to have the same roughness result with texture gamma override or with color correct gamma 2.2 instead.
@@LFOdesign-Tutorials Hi, yes I got that. But in the test I did with with a roughness map from Poliigon, the results between linear conversion on the texture node (and no color correction node) and linear conversion via a color corrector node (and therefore no linear conversion on the texture node) yields different results. Here's a link to the different results: www.dropbox.com/sh/gxknpm22s5k19lp/AACIenlwcbWlrJlpD_dkcxa-a?dl=0 Any idea why that might happen?
@@philippzakrzewski8180 Im guessing that you are looking on this textures directly from nodes instead from material output. In this case you will see differences between them because in numerical redshift material inputs are automatic color space conversions. We have in our course entire chapter about linear color space , where in details we are explaining how it works. But my recommendation is to always use gamma override only for grayscale texture , instead of gamma CC , to avoid confusion.
@@LFOdesign-Tutorials Thanks a lot for taking the time to explain this. I'll stick with linearizing grayscale textures on the texture node then. Thanks a lot :-)
Hi, thanks a lot for your tutorial.I have a quasition about that tutorial,if i creat a material in substance painter,and this material have raw metal and dielectric. how should i correct set IOR Vaule in redshift.if i set IOR as defult 1.5,the result looks wrong. and when is set IOR 0 the result looks correct, i'm not sure my setting are corret.So I'd like to ask you something about this. I output 4 map from substance paint,diffuse,spacular,gloosness,normal.I am not good at English, If there is any mistake,please forgive me.
You are welcome! If your textures contains metal + non metal materials as well, better solution is to export it for metalness workflow, because metalness map will separate metal and non metal material properly. In case that you have to work in Specular workflow (as you exported current textures) you have to also export map which will separate metal and non metal materials. After that in material blender over this map you will control materials separately. IOR - 0 is correct value for pure metal , but for metal materials will work also value around 20, depending on what kind of metal it is. And for rest of materials you will use IOR value around 1.5 , but again this value depends on material type.
@@LFOdesign-Tutorials Thank you for your answer,Does this mean that I don't need output specular map for non metal materials ,when I use the specualr workflow?
@@darrenzdr6889 Specular map controls reflection intensity of all materials. Plus contains colors for metal materials. This map is important part of Specular workflow, so always export and use this map. There are some cases when some maps contains only constant color, but to keep organised and consistent workflow + pipeline, always export and connect properly all maps what I mention in tutorial.
bro can you help please - when you add Dome light(HDRI) + portal light - some times you can see artefact dots in diffuse or specular channel/ How I can fix that thanks.
Fireflies and artefacts depends on amount of samples and filtering. Also denoiser is very often producing artefacts, so if you are using denoiser - turn it off. Adjust properly amount of samples for lights, GI and for all materials which contains these artefacts. Set up properly filter size and intensity range.
thanks for your video. I have a issue with spec/gloss workflow, with 4% reflectivity of plastic and ior is set 1.5, the result is not reflect enought like subtance painter result. and the metal is too dark. do u have any idea for this issue
As 1st step be sure that all exported textures from Substance are correctly set up for specular workflow. As 2nd step you supposed to have mask which will separate plastic material from metallic material, because they have different IOR values. As 3rd step try to use similar HDRi map as you are using in Substance. Because different type of environment / hdri map, produce different looking result.
i understand the pbr in subtance, and acttually do it in octane, physical in cinema 4d, but for redshift i just use metalless untill now, the ior in need to set is 50 to make look like in glossiness workflow
@@thaianhnguyen8248 Totally understand. Also you can try IOR value 0 for (Substance or Megascans) metallic materials. In Redshift for Substance or Megascans is preferred workflow Metalness. So if you do not need Specular workflow, use rather Metalness instead.
The problem is that specular workflow that is shown in this video is incorrect. You should change fresnel type to metallnes and plug specular map to reflection reflectivity. That way you will get correct result. Here is the screen prnt.sc/wi48vb
@@fedorfilon8984 You are mixing 2 different workflows together. It will produce correct result as well but with inverted analogy. And in this case, as example metallic material have to have metalness value 0. And here is explanation why: ruclips.net/video/mrNMpqdNchY/видео.html
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Thanks! This is a really clear explanation. I was so confused by all the different naming conventions and this has cleared it up for me.
Thanks Darryn! Happy to hear that our tutorial is helpful.
Excellent video!
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Omg so glad i cme to your channel youre so generous. You saved my life!!
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For Linear Corrections in Bump, reflection/roughness, and displacement; why don't you simly set "Override Gamma" to 1.0 right inside the RS Texture node? . You don't need an extra node for that.
As I said in this tutorial, Yes its definitely easier just to use Gamma override inside the RS Texture node. But for better visibility where Im using gamma override and where Im not, is color correct node better choice. Plus it shows another way how to handle linear color space compensation.
@@LFOdesign-Tutorials I see. Thanks for the heads up !
@@nickli608 No worries ;)
Hi, thanks a lot for your detailed explanation. Super helpful. However, I just made a test inside RS and there is a noticable difference between using "Gamma Override" inside the Texture node (with Gamma set to "1") or pumping the original Texture into a Color Correct node (with Gamma set to "2.2"), which is a lot brighter. Any idea why that is? I'm using the most recent version of RS, i.e. 3.0.22.
Hi Philipp. Texture gamma override (or Gamma 2.2 correction instead) you are suppose to use only for grayscale textures or jpeg/png textures which are in linear color space and controls numerical parameters. If you will use gamma correction 2.2 for sRGB texture, it will not work properly, because sRGB textures are usually for diffuse color or overall color (and redshift expecting there sRGB color space) , so they do not need any color space or gamma override compensation. But if you will do test as example with roughness texture, which is grayscale texture, you are suppose to have the same roughness result with texture gamma override or with color correct gamma 2.2 instead.
@@LFOdesign-Tutorials Hi, yes I got that. But in the test I did with with a roughness map from Poliigon, the results between linear conversion on the texture node (and no color correction node) and linear conversion via a color corrector node (and therefore no linear conversion on the texture node) yields different results.
Here's a link to the different results: www.dropbox.com/sh/gxknpm22s5k19lp/AACIenlwcbWlrJlpD_dkcxa-a?dl=0
Any idea why that might happen?
@@philippzakrzewski8180 Im guessing that you are looking on this textures directly from nodes instead from material output. In this case you will see differences between them because in numerical redshift material inputs are automatic color space conversions. We have in our course entire chapter about linear color space , where in details we are explaining how it works. But my recommendation is to always use gamma override only for grayscale texture , instead of gamma CC , to avoid confusion.
@@LFOdesign-Tutorials Thanks a lot for taking the time to explain this. I'll stick with linearizing grayscale textures on the texture node then. Thanks a lot :-)
@@philippzakrzewski8180 No worries, happy to help.
Hi, thanks a lot for your tutorial.I have a quasition about that tutorial,if i creat a material in substance painter,and this material have raw metal and dielectric. how should i correct set IOR Vaule in redshift.if i set IOR as defult 1.5,the result looks wrong. and when is set IOR 0 the result looks correct,
i'm not sure my setting are corret.So I'd like to ask you something about this. I output 4 map from substance paint,diffuse,spacular,gloosness,normal.I am not good at English,
If there is any mistake,please forgive me.
You are welcome! If your textures contains metal + non metal materials as well, better solution is to export it for metalness workflow, because metalness map will separate metal and non metal material properly. In case that you have to work in Specular workflow (as you exported current textures) you have to also export map which will separate metal and non metal materials. After that in material blender over this map you will control materials separately. IOR - 0 is correct value for pure metal , but for metal materials will work also value around 20, depending on what kind of metal it is. And for rest of materials you will use IOR value around 1.5 , but again this value depends on material type.
@@LFOdesign-Tutorials Thank you for your answer,Does this mean that I don't need output specular map for non metal materials ,when I use the specualr workflow?
@@darrenzdr6889 Specular map controls reflection intensity of all materials. Plus contains colors for metal materials. This map is important part of Specular workflow, so always export and use this map. There are some cases when some maps contains only constant color, but to keep organised and consistent workflow + pipeline, always export and connect properly all maps what I mention in tutorial.
bro can you help please - when you add Dome light(HDRI) + portal light - some times you can see artefact dots in diffuse or specular channel/ How I can fix that thanks.
Fireflies and artefacts depends on amount of samples and filtering. Also denoiser is very often producing artefacts, so if you are using denoiser - turn it off. Adjust properly amount of samples for lights, GI and for all materials which contains these artefacts. Set up properly filter size and intensity range.
Hi, Why emission not working in Metalness ?
Emission is working with new standard material / metalness (full or partial contribution) as well
thanks for your video.
I have a issue with spec/gloss workflow, with 4% reflectivity of plastic and ior is set 1.5, the result is not reflect enought like subtance painter result.
and the metal is too dark. do u have any idea for this issue
As 1st step be sure that all exported textures from Substance are correctly set up for specular workflow. As 2nd step you supposed to have mask which will separate plastic material from metallic material, because they have different IOR values. As 3rd step try to use similar HDRi map as you are using in Substance. Because different type of environment / hdri map, produce different looking result.
i understand the pbr in subtance, and acttually do it in octane, physical in cinema 4d, but for redshift i just use metalless untill now, the ior in need to set is 50 to make look like in glossiness workflow
@@thaianhnguyen8248 Totally understand. Also you can try IOR value 0 for (Substance or Megascans) metallic materials. In Redshift for Substance or Megascans is preferred workflow Metalness. So if you do not need Specular workflow, use rather Metalness instead.
The problem is that specular workflow that is shown in this video is incorrect. You should change fresnel type to metallnes and plug specular map to reflection reflectivity. That way you will get correct result. Here is the screen prnt.sc/wi48vb
@@fedorfilon8984 You are mixing 2 different workflows together. It will produce correct result as well but with inverted analogy. And in this case, as example metallic material have to have metalness value 0. And here is explanation why: ruclips.net/video/mrNMpqdNchY/видео.html