Это видео недоступно.
Сожалеем об этом.
Intro to Redshift: Procedural Materials
HTML-код
- Опубликовано: 18 авг 2024
- The Maxon Training Team explore the range of materials options in Redshift, and how they interact with lighting setups, to create gorgeous renders that process quickly.
In this webinar, Maxon Master Trainer Jonas Pilz shows Procedural Materials, including methods for creating procedural stone, wood, marble and ice.
Contents:
00:00 Intro, information
05:00 Procedural material benefits
08:00 Example Wood Procedural
10:00 Wood rings RS Ramp
13:00 Modulo Node
15:00 Noise and Modulo
16:00 Distorting Noise with Noise
19:00 Adjusting the wood
20:00 Wood on object
21:00 Details with RS Color Layer
25:00 Color Re-Mapping
27:00 Noise and Seed
30:00 Wood Bump
32:00 Wood plus RS Light
33:00 Wood summery
33:00 Q Noise comparison
35:00 Q Random Seeds num*1000
39:00 Stone example
42:00 Stone colorize
44:00 RS Material Tag
45:00 Q Stones object mapping
46:00 Q Stones polygon amount
47:00 Q Stone porosity Bump
51:00 Ceiling tile break-down
55:00 Ceiling summery
57:00 Basic Marble quick intro
59:00 Basic Marble color
1:01:00 Asset Browser as reference
1:03:00 Q Noise for damage visualization
1:04:00 Wrapping up, Links
Upcoming events and webinars: www.maxon.net/...
Download project files:
bit.ly/Redshift...
Links mentioned in the webinars:
Redshift Texturing Basics: www.cineversit...
Get 80% off Lionel’s excellent Udemy courses with the following links:
Cinema 4D Complete : Vol. 3 Unleash the power of Mograph!: www.udemy.com/...
Cinema 4D Complete : Vol. 2. All about Modeling!: www.udemy.com/...
Cinema 4D Complete : Vol. 1 The Essentials: www.udemy.com/...
Master Motion Tracking with Cinema 4D: www.udemy.com/...
this procedural red shift shaders tutorial really opened my eyes to the fabulous potential of RS, many thanks team Maxon
While I have been using Maxon noises in my RS materials for a while now, it has never occurred to me to use "math" on them. So thanks for expanding my horizon. :-)
Would it be possible to reupload the project files? The links are dead on this video and a few of your other tutorials made around the time.
The most effective explanation! Thx you so much!!!
I would like more of these videos, thanks
We're planning more of them!
Can you make these files available to download again?
Awesome job many thanks
Awesome info! Thanx!
Very Interesting, thanks Maxon Team. Is there a reason the download of the project-files was deleted? I would really like to take a look at those...
@maxon Reupload the project files, please!
Would you please reup the project files?
I loved your discussion of math and the Ramp node. Thank you! How can I make a spiral using math nodes rather than just using C4D shader?
why did the files get deleted :/
sick
Thanks
Files deleted...
The wood shader seems to fail somewhat as ideally all axis would be stretched grain, but the effect is lost when viewing the remaining sides. Did i miss a trick when i recreated it?
Do you plan to make tutorial about using redshift new nodes? Especially when it comes to procedural materials. I didn't find any tutorial in that matter.
Thanks Magda! Yes, we're planning more Redshift themed sessions. Which other features would you like to see covered?
@@MaxonTrainingTeam Thanks for fast response. I think some basic concept knowledge on creating procedural materials and an explanation on how and why it works would be really interesting :) I tried to figure it out by myself but I am new to redshift and it's really hard to know which nodes can or can't be connected. I understand the colours connections concept but it would be nice to find out more about some basic techniques of creating procedural materials:)
@@magdaswiton I dont think I have ever met anyone who simply learned all the nodes and then created stuff with that knowledge. Everyone learns one or two nodes at a time as needed by suggestion of a another user or a tutorial and this over time makes it appear as if they just know all the nodes ;)
Ramp node needs to be set to Linear Interpolation of Knots
On the shader graph it's already set to linear interpolation by default. This is not the case with the Node Material interface.