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

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  • Опубликовано: 18 окт 2024

Комментарии • 90

  • @MoeMurdock
    @MoeMurdock 2 года назад +1

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

  • @Brandonbraun
    @Brandonbraun 4 года назад +3

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

  • @JWS1968
    @JWS1968 4 года назад +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.

  • @5olano
    @5olano 3 года назад

    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 лет назад +3

    Thanks, Didn't know about AO to diffuse thing

  • @73maxmau
    @73maxmau 6 лет назад +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.

  • @E_Dtl
    @E_Dtl 6 лет назад +1

    What a nice straight forward tutorial. Very well explained.

  • @REDPanti
    @REDPanti 6 лет назад +2

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

  • @alexandraumanska5384
    @alexandraumanska5384 3 года назад

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

  • @EFEKTStudio
    @EFEKTStudio 4 года назад

    thanks, learned quite a lot in this video!

  • @jakejakejakejakejakejake
    @jakejakejakejakejakejake 5 лет назад

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

  • @CYDevelopments
    @CYDevelopments 4 года назад +1

    Really great tutorial man! Thanks a bunch!

  • @zeettaaz
    @zeettaaz 4 года назад +1

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

  • @altberg__
    @altberg__ 6 лет назад +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 лет назад +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 лет назад

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

  • @rorychockman7670
    @rorychockman7670 6 лет назад +2

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

  • @3rdDim3nsn3D
    @3rdDim3nsn3D 6 лет назад +2

    Very Good explanation, thank you!

  • @zozaviski9283
    @zozaviski9283 4 года назад +3

    Thanks A LOT man

  • @Cinema4DTutorialsSV
    @Cinema4DTutorialsSV 6 лет назад +2

    Good tutorial. Thanks!

  • @СлаваЛозов
    @СлаваЛозов 3 года назад +1

    Thank you so much

  • @georgeluna6217
    @georgeluna6217 3 года назад

    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 года назад +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 года назад

      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 года назад +1

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

  • @learn2share461
    @learn2share461 5 лет назад

    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!

  • @MirkoMancini
    @MirkoMancini 6 лет назад +1

    Nice Tut Liam! TY

  • @EstebanBustos
    @EstebanBustos 6 лет назад +1

    my Man, saved my life!

  • @Mrflippyfloop
    @Mrflippyfloop 6 лет назад +2

    Great tips here, cheers.

  • @REDPanti
    @REDPanti 6 лет назад +1

    Thanks so much

  • @julienrivoire4685
    @julienrivoire4685 6 лет назад +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 лет назад

      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 лет назад

      Ok thanks man! I'll check that!

  • @chrisrodriguez6899
    @chrisrodriguez6899 3 года назад +1

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

  • @cellacyben101
    @cellacyben101 4 года назад

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

  • @DevinSloan
    @DevinSloan 6 лет назад +1

    Super helpful, thanks.

  • @danodesigndanomotion2068
    @danodesigndanomotion2068 4 года назад +1

    Nice

  • @gonzalodelval7700
    @gonzalodelval7700 3 года назад

    I LOVE YOU TE AMO!

  • @andreasberglund9743
    @andreasberglund9743 6 лет назад

    Great tutorial, thanks!

  • @brianberger
    @brianberger 4 года назад

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

  • @azzdean4532
    @azzdean4532 4 года назад

    Thanks a lot bro !!

  • @Quarther
    @Quarther 6 лет назад

    Thanks for sharing!

  • @farazshababi1
    @farazshababi1 3 года назад

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

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  3 года назад +1

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

    • @farazshababi1
      @farazshababi1 3 года назад

      @@ProfessionallyIncorrect Oh Awesome thanks buddy!

  • @albancontrepois
    @albancontrepois 4 года назад

    thank you man

  • @BeyondtheLens
    @BeyondtheLens 5 лет назад

    Was very helpful. tanks a lot

  • @kuunami
    @kuunami 6 лет назад

    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 лет назад

      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.

  • @markhaynes8124
    @markhaynes8124 6 лет назад

    Cheers !

  • @burdenfire
    @burdenfire 5 лет назад +1

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

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  5 лет назад

      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 лет назад

      @@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.

  • @pppmsantiago
    @pppmsantiago 5 лет назад

    Thanks

  • @lanzsantos_
    @lanzsantos_ 4 года назад

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

  • @gbiny7291
    @gbiny7291 6 лет назад

    Very good

  • @TheDede508
    @TheDede508 3 года назад

    where can you put the cavity map ?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  3 года назад

      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.

  • @albancontrepois
    @albancontrepois 4 года назад

    and what about bump and specular passes texture ?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  4 года назад

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

    • @albancontrepois
      @albancontrepois 4 года назад

      @@ProfessionallyIncorrect is not normal for bump map ?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  4 года назад +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 года назад

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

  • @chrmez
    @chrmez 6 лет назад

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

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  6 лет назад

      You use a bump blender.

    • @chrmez
      @chrmez 6 лет назад

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

  • @maddiehad
    @maddiehad 6 лет назад

    whats the resolution of the plane ?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  6 лет назад

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

  • @kshitijvarshney
    @kshitijvarshney 5 лет назад +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 лет назад +1

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

    • @kshitijvarshney
      @kshitijvarshney 5 лет назад

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

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  5 лет назад +1

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

  • @HAJJ101
    @HAJJ101 5 лет назад

    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 лет назад

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

    • @HAJJ101
      @HAJJ101 5 лет назад

      @@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 лет назад

      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 лет назад

      @@ProfessionallyIncorrect where is that at in octane render?

    • @ProfessionallyIncorrect
      @ProfessionallyIncorrect  5 лет назад

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

  • @anglereserve
    @anglereserve 6 лет назад +1

    Great tutorial, thx!