Thanks, exactly what I was looking for. For anyone making the same mistake; when you link the ramp witht he sampler info be sure to open the + menu or else you can't link em. Also time codes for those just wanting to do bubbles: 9:15 making the iridescence ramp used in the shader, the shader for bubbles starts at around 19:40.
Fantastic and very helpful tutorial, thank you. How would you go about rendering this effect out as an AOV for the bubbles? When I render it the SpecularLighting AOV it only shows the exterior reflection, and not the nice inverted internal reflection. Is there a way to inlcude it in the SpecularLighting AOV, or even its own AOV? And is there a way to isolate the coating as its own AOV? I'd appreciate any advice or clues, thank you.
very very good tutorial !! thank you Rshift is one of the best renderers today and it has so few good tutorials/tutorial series and you are one of them, keepup good wortk , RS is getting bigger and bigger because people are starting seeng it's potential but many of them are hesitant because it lacks quality tutorials
Gam3B0y redshift already has a solid place in studios and with katana plugin release around the corner its definitely in it path with the big leagues its just on the individual market a lot of users are scared because of lack of tutorials but its honestly a lot like Arnold.
hey mate cool demo I like, quick question did you make the source color space logs (Filmic Med LogC) at the start yourself? Where did you grab those from? Great tute. Ta!
andrew silke Some are Luts from Blender, some like the filmic are OCIO. some are from other renderers. You can download them and install them yourself. ACES is great though.
Its just someones customized version of ACES, its made for blender but since its an OCIO format color transform its universal to any apps that use OCIO. Maya comes with color management already all filmic is just a LUT based on ACES color. Personally ACES 1.3 is much better but it requires more setup so I didnt bother using it for this video when I could swap to the blender lut faster for preview purposes. You can do the same thing with Corona or Fstorm luts just loading it into Mayas color management system. github.com/sobotka/filmic-blender
Hi Thanxs for your reply. I managed to download some OCIO from the link that you gave. But now, i have this error everytime I tried to load the OCIO: imgur.com/xZv8KUp any idea why ? Thank you.
Thanks for the great tutorial :) Quick question if I may, let's say I wanted to do insect wings, and had a spec map (that looked quite nice inside the viewport using blinn I might "smugly" add lol) What would be the best way to use it? :) Instead of the ramp you created, correct? :) Thanks again for your great videos, it's kind of hard finding good redshift tutorials :(
Thx for that, Saul - just made shimmer for a bird and it roxx. :D If anyone is using Softimage: "Gradient" with setting "Scalar Input" into "Clear Coat Color", "Incidence" into "Input" of "Gradient" and than playing with the "Color Positions in the Gradient" and the "Gain/Bias in Incidence."
Great tutorial Saul, once I'm done with the ones on this channel i'll jump onto your patron since I've heared it mantioned on Houdini forums many times positively. Btw, do you know Samplerinfo node replacement for Houdini?
Hubert Blajer it's a bit more complex to make iridescent effects in Houdini but it's also a lot more powerful. Check out my Patreon preview for Course 5, I covered iridescent materials in that tutorial. Once you sign up you can go back and watch it in full length.
Your tutorials are so awesome and helpful for beginners like myself! One thing, I don't think you explained how you got those different colors for your ramp node! Anyway, great work though! :)
You can just click on the ramp and add any colors you want. While technically this isnt physically accurate iridescence following the spectrum correctly this method lets you control exactly what colors show up.
I don't think the Fresnel node is working properly at all for this case, Saul. If you plug that fresnel into an emission slot somewhere and pipe the ramp into *both* the facing and perpendicular slots you should see that the colors aren't changing at all depending on viewing angle. Instead the ramp color is simply mapping to the UVs of the object just like it normally would. Only the sampler info method is working properly. It would be really cool if the fresnel node had an option to work more like the sampler info node built right in and just let you control the colors with a ramp like sampler info.
James Mauger really? I assumed the fresnel effect is relative to the viewing angle, facing/perpendicular regardless of uv similar to how curvature works. for example the effect stays on the edges. I did say its different and just an option for those who cant use samplerinfo lol. I know Adrian mentioned you could use it but I should try a quick turnaround animation and see if the gradients changes as the object rotates relative to the camera to make sure.
Just tested it on a clear coat car shader input and its working as expected with rsFresnel as long as you increase the clear coats facing reflectivity. As you rotate and change views the colors shift. As for using it on the rsmaterial emissive it is not working and just being mapped as if it had a UV. My guess is because the carpaint shader has the facing/perpendicular options it works there for the clearcoat. Thanks for looking into this. Looks like particleinfo is the only way to do it on rsmaterial for now.
I'm trying that in the clear coat of the car paint and yes the color shifts by rotating my view around my sphere but that's only because my ramp is a rainbow and I'm seeing the different colors mapped via UV to the different parts of the sphere. So it looks exactly the same if I just ignored the fresnel completely and plugged my ramp straight into my clear coat color. That's with the same ramp plugged into into both the facing and perpendicular slots. Yes, if I set the facing to white or something else then the ramp color will only show on the edges but the actual ramp color placement still isn't being driving by the view like it is with the sampling info. Maybe I'm just misunderstanding the intention of using the fresnel from the video, though? But I still don't think the fresnel node alone can deliver the proper iridescence look with more than 2 colors without help from a sampler info node or something like it.
Looks like there samplerinfo node is mandatory to have the hues shift then and the rsfresnel is only useful for faking it and controlling the hues on the edges/facing to fake the effect somewhat. Works for stills I suppose but the samplerinfo is the only way to pull it off with animation. Bummer I will have to make an annotation on that.
Yeah I was trying to do the same thing with a fresnel node a while back and couldn't get it to work either. It's definitely a bummer. It would be really nice to have that feature right inside the fresnel node. For instance you could toggle it on and it would switch from a perpendicular/facing color option to just a built in ramp with 0 and 90 labeled at each end.
I dont know Cinema4d but there is a way to do it through camera facing but i dont know the node used in Cinema4d. Every app has a method of doing this.
Thanks, exactly what I was looking for. For anyone making the same mistake; when you link the ramp witht he sampler info be sure to open the + menu or else you can't link em.
Also time codes for those just wanting to do bubbles: 9:15 making the iridescence ramp used in the shader, the shader for bubbles starts at around 19:40.
Fantastic and very helpful tutorial, thank you. How would you go about rendering this effect out as an AOV for the bubbles? When I render it the SpecularLighting AOV it only shows the exterior reflection, and not the nice inverted internal reflection. Is there a way to inlcude it in the SpecularLighting AOV, or even its own AOV? And is there a way to isolate the coating as its own AOV? I'd appreciate any advice or clues, thank you.
What version of Redshift are you using? Because I don't have those same parameters
Fantastic video. Helped a ton. Thanks!
You're a legend Saul
Jibwood thanks haha
Hi Saul! how can i replace maya's sampler info node in houdini or only deal with fresnel? thanks!
I subscribed because of Redshift, and you are doing great, we need more Redshift stuff :)
Enjoying all these tutorials, Saul!
Hi Saul. I had a question how did you get icons on the creation tab of your hypershade for redhsift materials?
These used to be available in the official RS forums tools section as an extra download. Some user made these icons years ago.
very very good tutorial !! thank you
Rshift is one of the best renderers today and it has so few good tutorials/tutorial series and you are one of them, keepup good wortk , RS is getting bigger and bigger because people are starting seeng it's potential but many of them are hesitant because it lacks quality tutorials
Gam3B0y redshift already has a solid place in studios and with katana plugin release around the corner its definitely in it path with the big leagues its just on the individual market a lot of users are scared because of lack of tutorials but its honestly a lot like Arnold.
hey mate cool demo I like, quick question did you make the source color space logs (Filmic Med LogC) at the start yourself? Where did you grab those from? Great tute. Ta!
andrew silke Some are Luts from Blender, some like the filmic are OCIO. some are from other renderers. You can download them and install them yourself. ACES is great though.
fab ta!
i still couldn't manage to install the filmic med cinelog color management. Any ideas how to install it and where to get it from ? Thanxs
Its just someones customized version of ACES, its made for blender but since its an OCIO format color transform its universal to any apps that use OCIO. Maya comes with color management already all filmic is just a LUT based on ACES color. Personally ACES 1.3 is much better but it requires more setup so I didnt bother using it for this video when I could swap to the blender lut faster for preview purposes. You can do the same thing with Corona or Fstorm luts just loading it into Mayas color management system. github.com/sobotka/filmic-blender
Hi Thanxs for your reply.
I managed to download some OCIO from the link that you gave.
But now, i have this error everytime I tried to load the OCIO:
imgur.com/xZv8KUp
any idea why ?
Thank you.
Ty, can you do more tutos like that?. I like your way to explain and videos. You are good in this.
Thanks for the great tutorial :)
Quick question if I may, let's say I wanted to do insect wings, and had a spec map (that looked quite nice inside the viewport using blinn I might "smugly" add lol)
What would be the best way to use it? :) Instead of the ramp you created, correct? :)
Thanks again for your great videos, it's kind of hard finding good redshift tutorials :(
Combine it with a ramp + Specular map to isolate where the iridescence happens like a mask.
lol is that coil whine in the background?
Dont think so, might have been just my shitty microphone at the time lol.
Thx for that, Saul - just made shimmer for a bird and it roxx. :D If anyone is using Softimage: "Gradient" with setting "Scalar Input" into "Clear Coat Color", "Incidence" into "Input" of "Gradient" and than playing with the "Color Positions in the Gradient" and the "Gain/Bias in Incidence."
wow! i finally found what i needed, thank you 🙏
Great tutorial Saul, once I'm done with the ones on this channel i'll jump onto your patron since I've heared it mantioned on Houdini forums many times positively. Btw, do you know Samplerinfo node replacement for Houdini?
Hubert Blajer it's a bit more complex to make iridescent effects in Houdini but it's also a lot more powerful. Check out my Patreon preview for Course 5, I covered iridescent materials in that tutorial. Once you sign up you can go back and watch it in full length.
Thanks, will definietly do that.
BTW, classic Houdini - tougher but more rewarding ;)
Awesome tip!
Good tutorial, as always.. but please pay attenction to the audio volume, it's very low..normalize it when you export the final clip.
Lorenzo Evangelisti this one is very old before I noticed that was a problem
More tutorials please
Your tutorials are so awesome and helpful for beginners like myself! One thing, I don't think you explained how you got those different colors for your ramp node! Anyway, great work though! :)
You can just click on the ramp and add any colors you want. While technically this isnt physically accurate iridescence following the spectrum correctly this method lets you control exactly what colors show up.
Great results
Thank you so much. Teacher!
nice
I don't think the Fresnel node is working properly at all for this case, Saul. If you plug that fresnel into an emission slot somewhere and pipe the ramp into *both* the facing and perpendicular slots you should see that the colors aren't changing at all depending on viewing angle. Instead the ramp color is simply mapping to the UVs of the object just like it normally would. Only the sampler info method is working properly.
It would be really cool if the fresnel node had an option to work more like the sampler info node built right in and just let you control the colors with a ramp like sampler info.
James Mauger really? I assumed the fresnel effect is relative to the viewing angle, facing/perpendicular regardless of uv similar to how curvature works. for example the effect stays on the edges. I did say its different and just an option for those who cant use samplerinfo lol. I know Adrian mentioned you could use it but I should try a quick turnaround animation and see if the gradients changes as the object rotates relative to the camera to make sure.
Just tested it on a clear coat car shader input and its working as expected with rsFresnel as long as you increase the clear coats facing reflectivity. As you rotate and change views the colors shift. As for using it on the rsmaterial emissive it is not working and just being mapped as if it had a UV. My guess is because the carpaint shader has the facing/perpendicular options it works there for the clearcoat. Thanks for looking into this. Looks like particleinfo is the only way to do it on rsmaterial for now.
I'm trying that in the clear coat of the car paint and yes the color shifts by rotating my view around my sphere but that's only because my ramp is a rainbow and I'm seeing the different colors mapped via UV to the different parts of the sphere. So it looks exactly the same if I just ignored the fresnel completely and plugged my ramp straight into my clear coat color.
That's with the same ramp plugged into into both the facing and perpendicular slots. Yes, if I set the facing to white or something else then the ramp color will only show on the edges but the actual ramp color placement still isn't being driving by the view like it is with the sampling info.
Maybe I'm just misunderstanding the intention of using the fresnel from the video, though? But I still don't think the fresnel node alone can deliver the proper iridescence look with more than 2 colors without help from a sampler info node or something like it.
Looks like there samplerinfo node is mandatory to have the hues shift then and the rsfresnel is only useful for faking it and controlling the hues on the edges/facing to fake the effect somewhat. Works for stills I suppose but the samplerinfo is the only way to pull it off with animation. Bummer I will have to make an annotation on that.
Yeah I was trying to do the same thing with a fresnel node a while back and couldn't get it to work either. It's definitely a bummer. It would be really nice to have that feature right inside the fresnel node. For instance you could toggle it on and it would switch from a perpendicular/facing color option to just a built in ramp with 0 and 90 labeled at each end.
the fresnel look so bad rip :( any idea how to get sampler info for cinema 4d
I dont know Cinema4d but there is a way to do it through camera facing but i dont know the node used in Cinema4d. Every app has a method of doing this.
isnt that node like to make the ramps center in the center of the camera ?, tbh i cant find one node to help do that
@@5evenasn fresnel should work if your ramp is set to "Alt" for source. Yes, nine months late.
@@chosenideahandle still much appreciated man