Thanks bud! Yeah I might go into that, but it's very very very very simple stuff. Slow rotations, slow camera movements, subtle stuff. For the closeup shots I literally just render one wide image and move it in post, to save me render times
@@NewPlastic Good to know about the close up! It might be a simple setup but your attention to details always brings out the best of even these simple setups. Would love to see how you approach speed ramping. If you do it in Comp or do it all in render - If you use the stage object to make matching match cuts or just in general how you approach the animation parts :)
@@Zeigerful For these type of shots, the Stage object is my best friend. Of course comping everything too but yeah with Stage I can just have a whole project set to render all night with every angle, whether animated to still shot. A lot of the times I also use different Render Settings with different resolutions, and add a single project to the Render Queue twice, and choose a different render settings for each que, then let both render over night
Procedural materials are posiuble but are much less userfrendly usually you need to do it with some vector math or some offsets. for example for that radial blur. use ramp map set tu circular that goes in to range mapper set output to high nimber and that goes to offset of notice texture ua-cam.com/video/Otc-OfJXTf8/v-deo.html
hey, I downloaded your scene from gumroad and am recreating your materials. in the bump map you set a scale of 0.15 for the displaced voronoi. For me, a scale of 0.002 looks small enough to be realistic. any idea why that is?
Thanks for bringing this up! I was pretty sure I turned all the bump height literally to 0.002 for that reason exactly. I will go over the mode again. Thanks!
Hmm I would probably choose Octane if I had to choose one. Much more robust, much faster, it's very powerful. One good thing about Redshift is that it's more stable.
Oh ok I see ! Also I have a very important question, when i use a projection inside octane material node root to all my image texture, it's work for all but for the image texture displacement it doesn't, nothing happened and after i have to struggle with the texture mapping outside node editor try to match the setting inside c4d, do you have a solution for this ? can't find anything on the internet.. @@NewPlastic
Thank you very much, I always wait for Tutorial about Redshift
And there you have it!
redshift tutorials are always top notch
Only for you buddy!
Ohh I love your Redshift tutorial
Haha they love you too
Yeees back in my neighborhood again, with the HEAT! 🔥
Always riding around these skreets
Amazing as usual!
The procedural wood tut would be amazing! been looking for one for a while now 👏👏
Yes! It'll be coming soon!
Love the in depth tutorial
My pleasure!
Love this series so much! 🔥Would love to see you show and explain some of your animation techniques more in depth as well
Thanks bud! Yeah I might go into that, but it's very very very very simple stuff. Slow rotations, slow camera movements, subtle stuff. For the closeup shots I literally just render one wide image and move it in post, to save me render times
@@NewPlastic Good to know about the close up! It might be a simple setup but your attention to details always brings out the best of even these simple setups. Would love to see how you approach speed ramping. If you do it in Comp or do it all in render - If you use the stage object to make matching match cuts or just in general how you approach the animation parts :)
@@Zeigerful For these type of shots, the Stage object is my best friend. Of course comping everything too but yeah with Stage I can just have a whole project set to render all night with every angle, whether animated to still shot. A lot of the times I also use different Render Settings with different resolutions, and add a single project to the Render Queue twice, and choose a different render settings for each que, then let both render over night
Finally found what i was looking for
And there you have it
Insane tuts man
Keep going!!
Awesome!!
Nice
yesssss
Si pappiiiiii
Where do you get this HDRI?
Procedural materials are posiuble but are much less userfrendly usually you need to do it with some vector math or some offsets.
for example for that radial blur. use ramp map set tu circular that goes in to range mapper set output to high nimber and that goes to offset of notice texture
ua-cam.com/video/Otc-OfJXTf8/v-deo.html
hey, I downloaded your scene from gumroad and am recreating your materials. in the bump map you set a scale of 0.15 for the displaced voronoi. For me, a scale of 0.002 looks small enough to be realistic. any idea why that is?
Thanks for bringing this up! I was pretty sure I turned all the bump height literally to 0.002 for that reason exactly. I will go over the mode again. Thanks!
Do you prefer redshift to octane ?
Hmm I would probably choose Octane if I had to choose one. Much more robust, much faster, it's very powerful. One good thing about Redshift is that it's more stable.
Oh ok I see ! Also I have a very important question, when i use a projection inside octane material node root to all my image texture, it's work for all but for the image texture displacement it doesn't, nothing happened and after i have to struggle with the texture mapping outside node editor try to match the setting inside c4d, do you have a solution for this ? can't find anything on the internet.. @@NewPlastic
Keep em coming ❤
You know it dude!
🥰🤩