bro thank you so much for making this video. its perfect. it showed me how to do everything i needed. i was confused about node texturing. thank you so much bro.
I don't know if this is just because it's outdated, but the normal portion of this is incorrect as far as I know. The normal texture node needs to be outputted to a redshift bump node (which is then outputted to the RS Material's Bump Input), and then in the bump node settings you need to set the Input Map Type to Tangent-based Normal (height-based is used for height maps), and then you need to enable Gamma Override (which I think is enabled by default in newer versions because the option is missing?), leave sRGB unticked and Gamma left at 1.
i have RDT PBR pack, and user guide there said that glossy is map for specular channel. So i think glossy for reflection weight, not for roughness, and you don't need to invert this one, i have checked this and material looks better :)
Hello! Thanks a lot for this video! I was wandering, if there was a particular reason you used some of you textures as Tga, others as jpeg and your displacement map as an EXR? In any case thank you for sharing your knowledge!
These textures are auto generated using megascan studio...jpg is compressed only store 8 bit data,EXR file type can store more than 8 bits...so less compression artifact and smooth displacement i guess...
Nice tutorial. 2 Questions: Where is metalic map( on substance painter they recomand the metalic for export not reflection? And: Shouldn t be Ggx? Thanks for your efforts
Really helped me! But I have still one question.. where do I put in my Specular Map? Cant figure it out by myself it tried the Reflectivity node but thats changing nothing..
Normally I created the condensation material with the standar materials in C4D using Noise Voronoi 1, Luka, Cells, but in Redshift I can´t see these Noise options and it´s a bit confusing for me!!
Amorstopineed gloss map is the inverted version of roughness map...both used for same purpose. you can use ramp or invert node to convert glossiness map to roughness. (you can also directly connect glossmap to the reflection roughness by turning on glossiness option in the adavnced menu of material node.😇)
Thank you for the answer, so i loaded a gloss-map and added it to RS material; connection "reflection- roughness"? So, but now roughness under reflection is deactivated, where can i optimize it now?
0:57 Bump,
1:34 Normal,
3:32 Roughness,
3:50 Gloss,
4:10 Reflection,
4:49 RS color layer,
6:23 Emission,
7:00 Alpha,
7:42 Displacement.
Doing God's work here son
For anyone wondering, the song at 3:46 is "Don't Look - Silent Partner".
Even if you watch the tutorial backwards...its amazing!
bro thank you so much for making this video. its perfect. it showed me how to do everything i needed. i was confused about node texturing. thank you so much bro.
I don't know if this is just because it's outdated, but the normal portion of this is incorrect as far as I know. The normal texture node needs to be outputted to a redshift bump node (which is then outputted to the RS Material's Bump Input), and then in the bump node settings you need to set the Input Map Type to Tangent-based Normal (height-based is used for height maps), and then you need to enable Gamma Override (which I think is enabled by default in newer versions because the option is missing?), leave sRGB unticked and Gamma left at 1.
Привет! Отличные мини-уроки. Без излишеств и нудятины, все по делу. Так держать! Про реалистичную кожу и sss материал ещё бы)
Best toutorial that i saw in my live
Exactly what I was looking for thanks dude 😊
Great tutorial , we need more redshift tutorials , Thank you Blue
Sure :)
I think you should linearize maps such as Roughness, Bump, etc!
very useful for beginners, thanks man!
i have RDT PBR pack, and user guide there said that glossy is map for specular channel. So i think glossy for reflection weight, not for roughness, and you don't need to invert this one, i have checked this and material looks better :)
El mejor tutorial sobre mapas que he visto
man, i forgot to substribe to your chanell, and today i found again this video and i have done it ;) thx a lot to you for redshift tutors :)
thank youu...😊
Thank you for this tutorial!!!
This tutorial is amazing - many many thank - God bless you and may God bless your knowledge as wel :-)
thank you man
thank you very much, this tutorial will be very useful
You are welcome :)
Two questions : 1) don't you have to enable the gamma override on your bump mapping map? 2) how do you use the height map? thanks :)
Great! Thanks a lot
Very good tutorial. Thank you! Also loved the music. Anyone knows the name of the tracks?
Thanks a lot!!
😍
nice note !
thx a lot a lot
This is soo coool. But as a beginner I'm always wondering how anyone can figure this out by themselves XD
Reading docs :D
You are god. ;3
problem during appling AO but its showing me white and black render like AO render only the defuse is not rendering how can i fix it?
You are a legend thanks man.
Great!
very good!!!
What about Cavity map?
Hello! Thanks a lot for this video! I was wandering, if there was a particular reason you used some of you textures as Tga, others as jpeg and your displacement map as an EXR? In any case thank you for sharing your knowledge!
These textures are auto generated using megascan studio...jpg is compressed only store 8 bit data,EXR file type can store more than 8 bits...so less compression artifact and smooth displacement i guess...
Very helpful thank you. i have question so Ao map can be attached to diffuse Wight
its good to connect in overall color
Nice tutorial. 2 Questions: Where is metalic map( on substance painter they recomand the metalic for export not reflection? And: Shouldn t be Ggx? Thanks for your efforts
Great, a video on metalness workflow will be geat because ALL use it...!
i've already posted a video about metalness...check my channel :)
Nice tutorial , where did you find these textures?
created with megascans and photoshop
Very helpful thank you. i have question so gloss map is reflection map right ?
No Roughness map...
Okay thank you.
Fall in love.
Graciaaaaaaas
Really helped me!
But I have still one question.. where do I put in my Specular Map?
Cant figure it out by myself it tried the Reflectivity node but thats changing nothing..
refl weight
Hi there! Any idea of why i can't simply drag and drop my textures in shader graph? no clue on why, it worked before
run c4d as admin
Nice)))
Hi bro!! you know how to create a procedural material condensation??
Robert Villano Muñoz did u mean frost or ice like material?
the material is like drops of cold water like the one that is produced when serving a cold beer
Robert Villano Muñoz ua-cam.com/video/r7eTI4oeleE/v-deo.html i think this would help.
for the drops u can clone spheres on the bottle
the material is like this imgur.com/gK1Y2T1
Normally I created the condensation material with the standar materials in C4D using Noise Voronoi 1, Luka, Cells, but in Redshift I can´t see these Noise options and it´s a bit confusing for me!!
Short question: where can i add my gloss-map?
Amorstopineed gloss map is the inverted version of roughness map...both used for same purpose.
you can use ramp or invert node to convert glossiness map to roughness.
(you can also directly connect glossmap to the reflection roughness by turning on glossiness option in the adavnced menu of material node.😇)
Thank you for the answer, so i loaded a gloss-map and added it to RS material; connection "reflection- roughness"? So, but now roughness under reflection is deactivated, where can i optimize it now?
Amorstopineed use ramp or color correct node between gloss map and material node...adjust their values to control the effect.
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