Hey, loving the tutorial, thanks so much! I've got a question, though: The Gentleman-Projection is missing in the most recent version of Redshift so my dots are still streteched. Do you know how to fix this problem now? :O
Good job and thank you! You saved my a**! ;) No not really, it's an internal project but building the lambert shader from scratch gives you nice options, subbed!
Thanks man! Ha, I'm glad I could help! Yeah, I feel like I might do a new version of this tutorial, think I might be able to do things slightly better.
Very nice. Thanks for figuring this out and uploading. It looks like Arnold does have more features than Redshift, but you made it work somehow. I just wish we could use GI and dome lighting to influence the halftones and we weren't restricted to only use one light to drive it.
Yeah, I spent a while trying to figure out how to include GI and a more soft lighting, the AO was as close as I could get. They are working on a toon shader, so hopefully that wont be too far off in the future.
Great tutorial. I guess redshift might have changed since this video, but thought I'd ask anyway - My gamma on Camera Map node doesn't seem to cut the dots down, it only shrinks a little and stops.
Very creative node approach ! I found the tutorial very useful ! However, the only thing that is missing is a global way to control scale and rotation of the halftone and hatch png texture. Since it is using the RS Camera Map node to feed the final shader, it doesn't have a UV scale input (just like in the Texture node). The only way I found was to create different texture scale and rotation in photoshop. Any idea to do this directly in Redshift ?
Hi! Thank you for the tutorial. A troubleshooting question: I was following your steps but not failed at the very first step. The shader appears pitch black where it supposes to look like a simple shader controlled by the point light in your video. The only thing it could go wrong is we share different RS point lights?
I've just realised after uploading, that I keep saying ALEMBIC, rather than LAMBERT! Not sure why I was doing that. Sorry. I'll try harder next time.
Hey, loving the tutorial, thanks so much!
I've got a question, though: The Gentleman-Projection is missing in the most recent version of Redshift so my dots are still streteched. Do you know how to fix this problem now? :O
Thank you ! Well done and creative..
Great approach!
Thanks!
Good job and thank you! You saved my a**! ;) No not really, it's an internal project but building the lambert shader from scratch gives you nice options, subbed!
Thanks man! Ha, I'm glad I could help! Yeah, I feel like I might do a new version of this tutorial, think I might be able to do things slightly better.
Very nice. Thanks for figuring this out and uploading. It looks like Arnold does have more features than Redshift, but you made it work somehow. I just wish we could use GI and dome lighting to influence the halftones and we weren't restricted to only use one light to drive it.
Yeah, I spent a while trying to figure out how to include GI and a more soft lighting, the AO was as close as I could get. They are working on a toon shader, so hopefully that wont be too far off in the future.
Great tutorial. I guess redshift might have changed since this video, but thought I'd ask anyway - My gamma on Camera Map node doesn't seem to cut the dots down, it only shrinks a little and stops.
This is better than toon shading.
Very creative node approach ! I found the tutorial very useful ! However, the only thing that is missing is a global way to control scale and rotation of the halftone and hatch png texture. Since it is using the RS Camera Map node to feed the final shader, it doesn't have a UV scale input (just like in the Texture node). The only way I found was to create different texture scale and rotation in photoshop. Any idea to do this directly in Redshift ?
Hi! Thank you for the tutorial. A troubleshooting question: I was following your steps but not failed at the very first step. The shader appears pitch black where it supposes to look like a simple shader controlled by the point light in your video. The only thing it could go wrong is we share different RS point lights?