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Robo Jojo
United States
Приєднався 6 кві 2017
3D Design & Motion Graphics
5 Quick Ways to Alter Downloaded Textures - C4D/Redshift Tutorial
High quality textures that you can freely download are a real timesaver but if you use them as is then you run the risk of your work looking like everyone else's. In this tutorial, learn how to use Redshift and C4D to add variations to pre-made textures to make your work unique.
Topics covered:
-PBR materials
-Color Correct Node
-Ramp Node
-Maxon Noise
-Material Blender
Project Files:
robojojo.gumroad.com/l/owhix
Rock Texture:
ambientcg.com/view?id=Rock048
Ground Texture:
ambientcg.com/view?id=Ground037
Topics covered:
-PBR materials
-Color Correct Node
-Ramp Node
-Maxon Noise
-Material Blender
Project Files:
robojojo.gumroad.com/l/owhix
Rock Texture:
ambientcg.com/view?id=Rock048
Ground Texture:
ambientcg.com/view?id=Ground037
Переглядів: 2 114
Відео
Beginners - This is How You Get Better at Design Quickly
Переглядів 3612 роки тому
If you're someone who wants to get better at design, knowledge of Gestalt Principles makes doing so much easier. In this step by step tutorial, we'll take you through a design process that shows you how to actually apply the principles in addition to explaining what they are. Gestalt Principles covered: -Uniform Connectedness (Common Region) -Similarity -Good Continuation -Proximity -Figure and...
How to Use Emission, Color Data & Fields - Project Tutorial
Переглядів 43 тис.2 роки тому
Follow along with this Cinema4d & Redshift project based tutorial to learn how to use: -Emission in Materials -Mograph Color Data Node -Animating Color with Fields At the end of the tutorial you'll have created an animated light installation piece
Robojojo Motion Design Reel 2022
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website: robojojo.co email contact: robojojodesign@gmail.com
C4D/Redshift Tutorial - Add Variation to Clones (THE EASY WAY)
Переглядів 8 тис.3 роки тому
If you've ever used a procedural noise in texturing cloned objects, you'll notice that the texture is repeated among them. This quick tip will show you how to quickly and easily add variety to the cloner material.
Football Season
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Abstract 3D football motion graphic demo reel Music licensed from soundstripe.com LTARQFM39UQSX48L
Ruin Title Sequence
Переглядів 1173 роки тому
Title sequence for a fictional TV show Music: We're Losing the Moon by Slow Meadow Licensed from musicbed.com
You can easily remove repetitions by changing noise texture space from object to world
Very useful dude, thx :)
amazing
Great Video! I try to use it on instances, but it doesn't seem to work. In standard materials I could just use Variation and it worked splendidly.
literly watch this once a month hahaha
You have a nice voice. Also nice tut, thanks - this really helped with a multishader issue that I was having - though i'm stumped to get image sequences working across clones with the multishader (imagine clones, each referencing an img seq and playing through at random start points..) Would love any thoughts!
what is the short key for when you wire the Rs material node to surface output at 21:41?
This tutorial is really helpful. thanks! <3
I can't begin to tell you how helpful this was. Thank you!
Hey there, Nice tutorial first of all. SO I have a weird problem with the neon material. when I make a tube with spline and sweep entirely made in c4d , that neon material actually work it has darker shade in both side and brighter in the middle and it doesn't matter how complex the spline or tube shape is. But when I want to do the same witha another tube which is a fbx file imported from 3dsmax the material just do not work like that anymore . it shows darker shade in the middle of the tube. what to do with this problem?
I don't really work with fbx files but my guess would either be that it's an issue with the uv mapping or that the normals need to be flipped.
@@robojojo4778 I flipped th normals but nothings changes, what to do with the uvs? Do you have any suggestions?
@@jubayerahmed5732 Unfortunately I don't really know enough about UV mapping to give you specific advice but I'd recommend seeking help in 3d modelling and texturing communities (Reddit, Discord, etc.)
Really good job with this tutorial. The pace; explanation; and no nonsense talk - all done well. You should do more. I learned a lot. Thanks.
Cool!
is this possible with an image texture?
thanks :)
Very well explained tutorial!
Thank you!
Great stuff...reminds me of a mix of Game of Thrones & WestWorld....love it
Glad you like it!
Thanks for sharing, this was a life saver!
Very glad it was helpful!
Great tutorial, helps alot. Thanks!
Glad it helped!
how would I use a texture to drive changes to a large grid of clones. so only in certain areas it would be different
It sounds like a shader field would be better for what you're trying to do. There should be plenty of resources on it but I'd recommend searching it on Cineversity as there's a good intro there.
Excellent tutorial, very nice presentation style as well, no nonsense and informative but friendly and good explanation of your reasons behind the processes.
Thank you very much!
Thanks for the very complete explanation, but I have a problem choosing the color, I like red but it's very pale
Not sure if I know exactly what you mean but try increasing the saturation of the red in the emission portion of the material. If you're driving the emission color with fields like later in the tutorial then try increasing the saturation of the red in the ramp. If that doesn't work, your Emission Weight might be too high. That setting is directly below the Emission color and the higher it is, the lighter the center of the material will be (because it's trying to mimic what lights look like as they get brighter).
thanks for the tutorial! If it's not difficult for you, you can, please, attach a project with materials
Thank you!
You're welcome!
How would you get texture variation on a cloner object that doesn't use a material blender and maxon noise? How would you accomplish this using, say, an RS wood material using your basic Color, Roughness, Normal, and Displacement texture nodes?
You should be able to pipe the User Integer Data into the Mul node and then pipe that result into the offset or rotate input under General/UV/Remap of the texture. In my experiments I did find I had to change from mograph object ID to Object ID and back to get it to show up in the render though. I had to do it a few times in fact. Check out the end of this video if you need the clarification on that. You could also pipe values directly into the Material node inputs. Pretty much any of them that accepts a numerical value. However, different properties have different ranges for their values so you have to experiment with what multiplier you use to find something that works well. Hope this helps!
@@robojojo4778 Hey, that worked for the most part. I initially used it on the Offset of the texture, but nothing was changing. And then I used it for the Rotate of the texture, and that created a lot of variation. For some reason the Offset function has not been working for me in general on various projects for some reason. Anyway, it's not ideal in my case to use the rotate. I would rather have the texture offset, but rotate will do. Thanks for your help, and great video!
@@neil5819 A year later... But I am using C4D 2024 + Redshift and this solve is still the only thing that works... Plugging into the Offset does not work for me. Rotate works great though. (im actually using this method on a Fracture object, not a Cloner... but It works for me just as well on a Cloner).
Smashed that 'Like' button. Thanks so much for explaining this technique!
Glad it was helpful!
neat!
Thanks!
I am in love with this, you explain everything in such a nice way!!! Thank you so so much, I honestly hope this channel is going to blow up soon, you really deserve it for such great content.
Thanks so much! I really appreciate it!
those are some great videos, keep them up! You definitely deserve more subscribers
Thank you! I really appreciate it!
Besides Gestalt principles, what other design topics would you like to see covered?
Now that the Redshift UI in the latest version of C4D has been updated should I continue doing tutorials with the old interface or switch to the new one?
I would probably use the new one, and maybe explain the difference between the interfaces on the go if needed
@@JulianZett3D That's seems like a good approach and probably what I'll end up doing. Thanks for the advice! :)
total bummer redshift totally swapped the interface on the new update on the same day you uploaded this lol
Yeah it's not ideal for sure. Hopefully people like me who are using older versions will still find it useful but it's definitely putting a kink in my plans for future Redshift tutorials. Do I use the old interface or new interface? I suppose I could demonstrate both but that seems tedious.
@@robojojo4778 I would say make it more future relevant by using the new interface. After all, there's more resources available to find something in the old UI than the new UI right now. Also you will eventually be going back and forth if new features aren't brought to the old UI anyway. My opinion.
@@pnksmigge5324 Those are very good points! Now I just have to convince myself to not be too lazy to upgrade.
@@robojojo4778 same (: it was much easier to convince you than myself :) (although I did switch)
Cool, man. Pls, more tutorials C4d and redshift))
Absolutely! Any particular topics you'd like to see?
Awsome title , is it possible if you do a breakdown of the whole workflow and pipeline for this project ? that would be great man
Thanks! It's definitely something I've thought about doing. I'm working on something else right now so it won't be the next video but it's definitely a possibility for the future.
Hi, This is an excellent and very simple method. Do you have any ideas on how to use vertex maps and add variation on clones?
Unfortunately no. I tried experimenting with a few ideas and couldn't find a way to do it purely with vertex maps. You could however still blend the vertex map with a noise (that's set up the same way as in the tutorial) using a Color Layer node. Then use that output as your blend layer. That would add some variation. You could use the integer user data node and some expresso nodes to feed in random values for pretty much any property of a material for further variation. Apologies if this wasn't helpful for your specific situation.
OMG this is amazing! I was looking for this. Suscribed ✨
Thanks for the sub! I'm glad you found it helpful :)
Great tutorial 👌 learnt loads from this
Thanks! It's always nice to hear that someone got something out of one of my videos!
Amazing!!!! More tutorials like this , with Filds, Color Remaping, Color User Data etc
Thanks for the feedback! I'm still experimenting with content and it's good to hear what people want
Cool
Thanks!
Wow thank you very much for that!! Am sure subscribing ✅