Wow! One of the most valuable classes I've ever attended. Imagine what this guy does in Substance. Amazing! Thank you so much for sharing your knowledge, and I'm looking forward to the videos on your UA-cam channel.
Procedural shading is my go to solution most of the time, but with large projects it starts to take a toll on the performance once you have tons of maxon noises layered around the scene. So my question is: once you are happy with the shader, is there any way to bake it in to a bitmap texture?
Yes, check out the Redshift BakeSet for this. But actually procedural Shading in Redshift is by far not that expensive as it (sometimes) may have been with Standard and Physical. As you saw in my demo the Asphalt shader runs almost in Real-time.
Yeah it takes a lot of complexity before it starts to take a toll on render times. But let’s say you have a vfx scene where you need to shatter the asphalt to pieces, then the procedural shading wouldn’t work anymore. So you would need to bake the shader. I tried looking into bake sets at some point but couldn’t figure it out. Have to give it another go. Or here’s also a good idea for a tutorial video for Maxon Training Team 😁
@@joonash974 All Noises can also be applied in UV Space rather than in Object/ World Space. And ramps use UV coordiantes natively. So procedural shading isn´t a question of UVs or not. So shattering would definetely work.
Thx! Very cool and brilliant. Procedural texturing with crisp details even at a closeup plus the advantage of using less memory and performing more efficiently on a given hardware in comparison to a tiled image that has to be probably 4K to produce a similar result. As on the topic of when you need this kind of technique, if you need to texture a vast model, please compare this technique with Billy Chitkin´s contribution at the Maxon booth on Siggraph 2023 day 3, showing a model with one long street and offering a solution to get a more random and organic look by distributing multiple 6K textures in a redshift material. Also very cool, but looking less performant and similar time-consuming to me. ua-cam.com/video/vKGcB02m8F0/v-deo.html
Wow. Impressive. I'm watch it again and again until I grok it completely.
Wow! One of the most valuable classes I've ever attended. Imagine what this guy does in Substance. Amazing! Thank you so much for sharing your knowledge, and I'm looking forward to the videos on your UA-cam channel.
Thanks mate! Welcome! :-)
I hope to see 3D gradients in RS sooner, C4D shading system is amazing, please bring them to RS.
Would be possible to blur a procedural noise? Like we do in SP or SD with the usage of a filter?
🤯
Procedural shading is my go to solution most of the time, but with large projects it starts to take a toll on the performance once you have tons of maxon noises layered around the scene. So my question is: once you are happy with the shader, is there any way to bake it in to a bitmap texture?
Yes, check out the Redshift BakeSet for this. But actually procedural Shading in Redshift is by far not that expensive as it (sometimes) may have been with Standard and Physical. As you saw in my demo the Asphalt shader runs almost in Real-time.
Yeah it takes a lot of complexity before it starts to take a toll on render times. But let’s say you have a vfx scene where you need to shatter the asphalt to pieces, then the procedural shading wouldn’t work anymore. So you would need to bake the shader. I tried looking into bake sets at some point but couldn’t figure it out. Have to give it another go. Or here’s also a good idea for a tutorial video for Maxon Training Team 😁
@@joonash974 All Noises can also be applied in UV Space rather than in Object/ World Space. And ramps use UV coordiantes natively. So procedural shading isn´t a question of UVs or not. So shattering would definetely work.
Yeah, although I’m a bit like you, not a big fan of UVs 😝 Btw the asphalt shader looks absolutely amazing! Very inspiring 🔥
@@joonash974 Thanks man! :-)
Please give us ability to deform texture coordinates
can you increase quality i can see details
Thx! Very cool and brilliant. Procedural texturing with crisp details even at a closeup plus the advantage of using less memory and performing more efficiently on a given hardware in comparison to a tiled image that has to be probably 4K to produce a similar result. As on the topic of when you need this kind of technique, if you need to texture a vast model, please compare this technique with Billy Chitkin´s contribution at the Maxon booth on Siggraph 2023 day 3, showing a model with one long street and offering a solution to get a more random and organic look by distributing multiple 6K textures in a redshift material. Also very cool, but looking less performant and similar time-consuming to me. ua-cam.com/video/vKGcB02m8F0/v-deo.html