Great Introduction to RS Layersystem .I wonder if it would have made a big visual difference if you had used the Gloss channel in combination with your "dirt" texture inside the roughness channel. Wouldn´t that be the more physical approach to it? But the render looks great anyway - good job Dimitris.
Great point and you're 100% right that's how it should be approached. It would actually make a big difference on the number 8 and number 1 balls where there are big wear marks. I realised that there was no mention of that, late in the process, as I was uploading the video! :D :D Definitely a missed opportunity! So for anyone else who wants to reproduce the reflection effect: 1) connect the dirt texture to another color correct node 2) connect that to the roughness of the coat channel (the reflections channel is set to 0. only coat is enabled) 3) adjust the gamma and contrast until you have a pleasing effect
bro bro bro, how the heck is this so simple, I went through 10's of tutorials and got anxiety with the explanation, beside eyedesyn you are the only one that explains it with simple methods. wish you best of luck man
Thanks for the tutorial. its super helpful. May I know what is the equivalent of 3DS Max's 'multi sub object material' ? in C4D ? I have multiple smaler components (polygon islands) in one single object and I want to give different shaders to each of these components, but all these shaders should have only one master shader... is it possible in cinema 4d ?
There are several ways to approach this. Two off the top of my head 1) Use polygon selections and assign different materials on these polygon selections 2) use a material blender node and use masks to blend between the different materials
Thank you! Great tutorial. I wonder why my texture of the circle and number are stretch. There no UV map and i try all the projection. What i am missing ?
Great Introduction to RS Layersystem .I wonder if it would have made a big visual difference if you had used the Gloss channel in combination with your "dirt" texture inside the roughness channel. Wouldn´t that be the more physical approach to it? But the render looks great anyway - good job Dimitris.
Great point and you're 100% right that's how it should be approached. It would actually make a big difference on the number 8 and number 1 balls where there are big wear marks.
I realised that there was no mention of that, late in the process, as I was uploading the video! :D :D
Definitely a missed opportunity!
So for anyone else who wants to reproduce the reflection effect:
1) connect the dirt texture to another color correct node
2) connect that to the roughness of the coat channel (the reflections channel is set to 0. only coat is enabled)
3) adjust the gamma and contrast until you have a pleasing effect
Cool, thx! Another good method for adjusting the roughness texture with the ramp node ;)
bro bro bro, how the heck is this so simple, I went through 10's of tutorials and got anxiety with the explanation, beside eyedesyn you are the only one that explains it with simple methods.
wish you best of luck man
Glad I could help!
Very helpful, thank you!
You're welcome!
Great video! Thanks a lot!
You are welcome!
thanks
Thank you!!😃 I would really like to learn how to make metallic and transparent textures using node-based materials.
have you find ?
Thank you!
You're welcome!
Thanks for the tutorial. its super helpful.
May I know what is the equivalent of 3DS Max's 'multi sub object material' ? in C4D ?
I have multiple smaler components (polygon islands) in one single object and I want to give different shaders to each of these components, but all these shaders should have only one master shader... is it possible in cinema 4d ?
There are several ways to approach this. Two off the top of my head
1) Use polygon selections and assign different materials on these polygon selections
2) use a material blender node and use masks to blend between the different materials
Thank you! Great tutorial.
I wonder why my texture of the circle and number are stretch. There no UV map and i try all the projection. What i am missing ?
Probably it’s the tiling. Make u or v half as much as the other value. Depending on which side is stretched.
u need flat projection