Just a very late tip about AO maps - you can drop them directly to the color map - Drag the port connectiont from AO map onto the Color(Diff/albedo) map and Choose Adjust > Color multiplier. No need to combine them with layers
Quick tip I learned from Mograph Plus…in the Node editor, have a color correct node handy but not attached to anything. You can then temporarily attach what you want to look at and then hit the solo button. Keeps you from having to plug/unplug stuff from the main node.
Aw man thanks for these tutorials. They're so clutch. Do you know how to stop the noise textures from slipping when they're on animated/deformed meshes? I've tried changing the coordinate space to object and reference in the uv map node and triplanar node but no matter what it always slips. Basically instead of my material staying stuck to the model as it moves, the object just passes through the material. "Swimming textures" is the term for this I believe. It looks really bad lol. I've been googling like crazy and I've yet to come across an answer.
That is because they changed the material a bit. If you watch my video on the standard material it will make sense. I would also check the content browser for pre-made materials.
Go to material tags, choose Set UVW from projection (click on the gear for additional settings), choose cubic for the projection type. That would get me started, still might need to fix some seams.
This is way too complicated. They really could have made the interface easier to navigate for beginners trying to get into 3d VFX because I can't make heads or tails of any of this enough to replicate it numerous times in a workflow. And I'm usually really great at just jumping right into a software and figuring it out quick, like the Adobe suite. I'd hope 3D programs would make the process easier with a more user-friendly, streamlined interface.
Just a very late tip about AO maps - you can drop them directly to the color map - Drag the port connectiont from AO map onto the Color(Diff/albedo) map and Choose Adjust > Color multiplier. No need to combine them with layers
Good tip!
Liking and commenting. Super-underrated channel for c4d/rs.
Agreed
Thanks!
Second that, very useful resource
💯 🙏
Quick tip I learned from Mograph Plus…in the Node editor, have a color correct node handy but not attached to anything. You can then temporarily attach what you want to look at and then hit the solo button. Keeps you from having to plug/unplug stuff from the main node.
Thank`s!
Great tutorial, thank you!
Glad you liked it!
Love you man!
i didn't find node editor "constant roate or scale" can you help me please sir_?
Thank you! :)
You're welcome!
Aw man thanks for these tutorials. They're so clutch. Do you know how to stop the noise textures from slipping when they're on animated/deformed meshes? I've tried changing the coordinate space to object and reference in the uv map node and triplanar node but no matter what it always slips. Basically instead of my material staying stuck to the model as it moves, the object just passes through the material. "Swimming textures" is the term for this I believe. It looks really bad lol. I've been googling like crazy and I've yet to come across an answer.
Make sure the projection in the material tag is set to UVW mapping.
try the Pin Material tag?
Could you please help me, how on earth I can drag and drop these textures into node editor
edshift shader graph in c4d 2023.2.2 with redshift 3.5.15 ?
I would just load the images into the texture nodes.
When adding a material RS, I cannot select the base preset Aluminum or Glass. Don't know what might be causing this error?
That is because they changed the material a bit. If you watch my video on the standard material it will make sense. I would also check the content browser for pre-made materials.
How would you adjust the ups to fix thevproblem
Go to material tags, choose Set UVW from projection (click on the gear for additional settings), choose cubic for the projection type. That would get me started, still might need to fix some seams.
This is way too complicated. They really could have made the interface easier to navigate for beginners trying to get into 3d VFX because I can't make heads or tails of any of this enough to replicate it numerous times in a workflow. And I'm usually really great at just jumping right into a software and figuring it out quick, like the Adobe suite. I'd hope 3D programs would make the process easier with a more user-friendly, streamlined interface.