Thanks for this tutorial covering a very underrated topic. Many tutorials are popular because they teach you how to create a 'hero shot' like a cool animation technique or how to sculpt an interesting character etc and that's very cool don't get me wrong. This is one of those topics that can be brushed aside because it's not that glamorous. However if like me you come across materials that just don't render the way you expect them to for no apparent reason and you are 'sure' you aren't at fault, of course not, you can never be wrong hahaha yea it's Redshift or C4D that isn't working properly!! We've all been there HAHA. Tutorials like this are that little piece of the puzzle that's been missing and then all of a sudden hey wouldn't you know it, Cinema 4D/Redshift works the way it should and the renders start to look the way you expect. Like magic.
was doing it wrong as well. thanks a million man!! about the AO. i have read to plug it into diffuse weight. but this workflow looks great. looking forward to test later :)
enterb I used to do that with the AO a long time ago. I’ve seen a bunch of ways to do it. However, this seems the most effective and gives way better results I’ve found. Thanks for the comment.
It would be nice to show how to create a full texture map from scratch .. From a Web image to the end... Maybe with Crazy Bump. Thanks for your great tutotials!
Gloss gets inverted. That’s what that check box in advanced does. You don’t need to, but if you want to use a spec/reflection map, you can plug it into the reflection weight.
Fantastic exactly what I was looking for.. What if among these maps in the folder there also maps of: Bump Gloss Hi-Gloss Depth (suppose this equals to displacement map?)
Bump would be bump Gloss goes into roughness, but needs to be switched in the material to read it as gloss instead of as roughness. Roughness is just and inverted gloss. Hi gloss...not sure. Never seen this. Depth is most likely displacement.
does it make sense to use bump and normal with a bump blender? Also if there are both gloss and roughness maps in a texture does it make sense to use both? thnx
If I get a cavity map in a series, I often find I don't need it. That said, they tend to be like a detailed bump, so you could use a bump blender and layer it in there with your bump/normal map.
@@ProfessionallyIncorrect thank you for the very quick reply! Not sure if intended...but i felt i got the best results blending it as a 2nd layer in my normal pass (what you suggested) and also blending it with my AO pass.
I could be wrong but I think you'll still need to pipe the AO texture into the AO node and then the AO node into the overall color if you want an Ambient occlusion AOV. Wouldn't the method in this tutorial bake the AO into the diffuse pass?
I haven’t had a chance to check if it affects a diffuse pass. This is how the Redshift guys showed it hooked up on the Redshift forum so I’m going by that.
Generally, cavity maps are not used in render engines, but meant for real-time ones. If you're looking for that extra detail, you can put it into the bump or displacement.
@@albancontrepois Bump and Normal both go into Overall > Bump. If you have both, you can use a bump blender to combine the two, but generally speaking, you don't need to do that.
So I followed as shown in the video and I end up with this. I have all the maps needed except for AO. But why is my image looking fake and geometric like this and not photorealistic like the video.? My render: imgur.com/a/K07mjdo
@@ProfessionallyIncorrect Well I tested something. So I took a free object from Google like a skull, rendered it out and put a plastic material on part of it and object and the material on it look realistic. But if I try to do that with a plan and put a ground texture on it for example, as soon as I displace it, it doesn't look realistic like 8k quality. I made sure my displacement texture was at 8k for the detail. So why would that happen for primitive objects??
It shouldn’t matter if it is a primitive or not. In your textures, are you lowering the MIP level? Something like -10 makes sure it isn’t undersampling the textures and losing detail.
Oh my god i've been trying to understand how to do this for months! thank you so much for this!
seriously, thank you so much for this video. redshift displacement is insanely confusing for a new user.
Roughness also must be in linear space. Basically, any gray scale and normal, must be in linear, while rgb map albedo/diffuse must be in srgb.
Good to know! Thanks!
Thanks for this tutorial covering a very underrated topic. Many tutorials are popular because they teach you how to create a 'hero shot' like a cool animation technique or how to sculpt an interesting character etc and that's very cool don't get me wrong. This is one of those topics that can be brushed aside because it's not that glamorous. However if like me you come across materials that just don't render the way you expect them to for no apparent reason and you are 'sure' you aren't at fault, of course not, you can never be wrong hahaha yea it's Redshift or C4D that isn't working properly!! We've all been there HAHA. Tutorials like this are that little piece of the puzzle that's been missing and then all of a sudden hey wouldn't you know it, Cinema 4D/Redshift works the way it should and the renders start to look the way you expect. Like magic.
What a nice straight forward tutorial. Very well explained.
Thank you so much!
Finally I can use this awesome library with confidence!
And also very nice to see a fellow DOpus user.
Thanks, Didn't know about AO to diffuse thing
That Gamma Override BLEW MY MIND! Thankyou, Good Sir!
Thank you so much, it was so hard to find a good tutorial like that!
I was doing so many things wrong!! thank you so much!
Really great tutorial man! Thanks a bunch!
You're rad make more! this solved all the things.
was doing it wrong as well. thanks a million man!! about the AO. i have read to plug it into diffuse weight. but this workflow looks great. looking forward to test later :)
enterb I used to do that with the AO a long time ago. I’ve seen a bunch of ways to do it. However, this seems the most effective and gives way better results I’ve found. Thanks for the comment.
just testing. and well, you are my hero. hehe. finally disp is working like it should in redshift. :)
i am using 2.5.48 and i don't have tangent space normal option in my bump node any suggestions ?
The bump node has been updated greatly since 2.5.48. I’m using 2.6.02.
Buy the plugin.
Thank you so much
Very Good explanation, thank you!
thanks, learned quite a lot in this video!
Liam!! You're awesome!! Just had to say that.
Thanks, Shannon! You're awesome too!
Thanks A LOT man
You’re welcome!
Nice Tut Liam! TY
Thank you!
Good tutorial. Thanks!
my Man, saved my life!
I LOVE YOU TE AMO!
Great tips here, cheers.
Nice
It would be nice to show how to create a full texture map from scratch .. From a Web image to the end... Maybe with Crazy Bump.
Thanks for your great tutotials!
Super helpful, thanks.
Great tutorial, thanks!
Great tutorial, thx!
Thank you!
Thanks so much
Thanks a lot bro !!
For the normal map, isn’t “object space” higher quality?
Was very helpful. tanks a lot
Thank you Liam!
Specular maps seem to need an invert node before going into the Rougness input.
What about the gloss and reflections maps ?
Cheers!
Gloss gets inverted. That’s what that check box in advanced does. You don’t need to, but if you want to use a spec/reflection map, you can plug it into the reflection weight.
Ok thanks man! I'll check that!
Thanks for sharing!
Fantastic exactly what I was looking for..
What if among these maps in the folder there also maps of:
Bump
Gloss
Hi-Gloss
Depth (suppose this equals to displacement map?)
Bump would be bump
Gloss goes into roughness, but needs to be switched in the material to read it as gloss instead of as roughness. Roughness is just and inverted gloss.
Hi gloss...not sure. Never seen this.
Depth is most likely displacement.
does it make sense to use bump and normal with a bump blender?
Also if there are both gloss and roughness maps in a texture does it make sense to use both?
thnx
@@georgeluna6217 Not really. I'd use normals over bump and roughness over gloss.
thank you man
Thanks
In redshift for c4d. Where does one put a cavity map?
If I get a cavity map in a series, I often find I don't need it. That said, they tend to be like a detailed bump, so you could use a bump blender and layer it in there with your bump/normal map.
@@ProfessionallyIncorrect thank you for the very quick reply!
Not sure if intended...but i felt i got the best results blending it as a 2nd layer in my normal pass (what you suggested) and also blending it with my AO pass.
I could be wrong but I think you'll still need to pipe the AO texture into the AO node and then the AO node into the overall color if you want an Ambient occlusion AOV. Wouldn't the method in this tutorial bake the AO into the diffuse pass?
I haven’t had a chance to check if it affects a diffuse pass. This is how the Redshift guys showed it hooked up on the Redshift forum so I’m going by that.
Saved my butt!!
But mate im using redshift and still wondering for SPECULAR & HEIGHT! Which nodes do they connect to??
Spec goes into specular color. Height is a displacement map.
@@ProfessionallyIncorrect Oh Awesome thanks buddy!
Cheers !
Very good
Thank you!
Thanks! What are some good forums to check out to learn more?
Am I the only one whose shader graph isn't importing maps just by dragging and dropping?😶 If someone knows the issue pls help
Plus: my maps are in png
Make sure you're not running C4D in admin mode. There is an issue with that.
@@ProfessionallyIncorrect Thankyouuuuu so muchhh mannn!!!!!😍❤❤❤ it worked!!
@@kshitijvarshney You're welcome! Glad to help!
Hello I have a texture that has an height map. Where should I plug in in?
Lanz Santos displacement
What about when you have both a normal map and a bump map?
You use a bump blender.
ah how simple... was trying to mix them but then you only get a bit of each. Thanx!
where can you put the cavity map ?
Generally, cavity maps are not used in render engines, but meant for real-time ones. If you're looking for that extra detail, you can put it into the bump or displacement.
and what about bump and specular passes texture ?
Bump goes into bump. Specular can go into the reflection color.
@@ProfessionallyIncorrect is not normal for bump map ?
@@albancontrepois Bump and Normal both go into Overall > Bump. If you have both, you can use a bump blender to combine the two, but generally speaking, you don't need to do that.
@@ProfessionallyIncorrect thank you man i learn a lot in this tutoriel cheers :)
whats the resolution of the plane ?
I’d have to go back and check. You can add tons of resolution with tessellation however.
So I followed as shown in the video and I end up with this. I have all the maps needed except for AO. But why is my image looking fake and geometric like this and not photorealistic like the video.?
My render:
imgur.com/a/K07mjdo
Hajj I can’t tell from the image. It too low res. Can you take a screenshot using something like ShareX?
@@ProfessionallyIncorrect Well I tested something. So I took a free object from Google like a skull, rendered it out and put a plastic material on part of it and object and the material on it look realistic. But if I try to do that with a plan and put a ground texture on it for example, as soon as I displace it, it doesn't look realistic like 8k quality. I made sure my displacement texture was at 8k for the detail. So why would that happen for primitive objects??
It shouldn’t matter if it is a primitive or not. In your textures, are you lowering the MIP level? Something like -10 makes sure it isn’t undersampling the textures and losing detail.
@@ProfessionallyIncorrect where is that at in octane render?
@@HAJJ101 I don't know... this is a redshift tutorial.