Thanks for clarifying many things I didn't fully understand! I have a question, in the Redshift object Tag, you said it's better to always leave the 'Enable auto Bump Mapping checked but I usually only leave it checked in the case of the material not having an actual bump map. I usually found the normal map is more accurate than the Redshift auto-generated one and of you have both working at the same time it wouldn't be as accurate, is my assumption correct or we should always leave the option checked?
Can you explain how to get falloff in displacement, I did exactly the same steps as you but my displacement is a hard edge going up where as yours are slopes, what gives?
@@YouAndMeAcademy Coming back to give this another shot, I didn't see your reply but it is turned on, I mean yours even have a soft cap on them, I don't understand how that is even possible. Is there something missing you didn't show? I can achieve a similar effect my making my own texture and blurring it but then it's not really a procedural solution any more. It's driving me crazy a bit is something so simple that I'm struggling to comprehend, do you perhaps have a file scene of this for my sanity?
Very useful tutorial ! I have one question, is it possible use a triplanar displacement over an heightmap created in world creator ? Because i dont know how to add detail on the side of the height map, so i want use another displacement over with triplanar node but the result is that on the side of the mountain the displacer work strange or dont work.
Great question! What you describe as a workflow should work. It may be more to do with the actual flow of nodes. It all gets calculated at the same time (displacement) so it does need to be all fed in together. Ie: Texture Node (height mapA) > No Triplanar Node > Displacement Blender > Displacement. Texture Node (height mapB) > Triplanar Node (set to I assume X / Z but not Y would be 50% grey) > Displacement Blender > Displacement. then in the Blender you would control the amount of B mixing in on the sides. I am saying 50% grey since black should be down and white is up so 50% grey should not affect it at all. Without seeing the node tree though be a bit hard to diagnose. Hope this helps though!
@@YouAndMeAcademy thank you for your answer, maybe if you want i can show you some my workflow so maybe i can share with you something and you can help me. Is it possible ? But i don t know were i can find you..
You've cleared a lot of things up but not everything. The node's scale, max disp and disp scale always screwed me up and after 3 years using RS, I still fail to see the purpose of this complexity. So if you push the displacement values past the max displacement, it looks like a shitty bump map. Okay great. So why even have max displacement in the first place? And I get that scale will multiply these two values. It would have saved me time trying to figure it out by just calling it "multiply scale". After all this time and going through so many mice with the unnecessary extra clicking and going over allocated hours on jobs trying to decrypt a lot of Redshift's settings and naming, I'm ready to jump ship and get on the Octane bandwagon. Someone please prove me wrong!
It's again Redshift giving (in this context maybe too much) control to the user. Turning up max displacement gives you longer render times, so you should only crank it up just as much as you need with the specific displacement
Hey Mike, I’m glad this cleared some things up. I think if something is not working for you, you should for sure explore other options until you get something that feels right. Nothing is perfect, but you gotta do what is best for you. Thanks for the support 🤜🤛
Thanks a lot about that in depth guide 🙏 First time I understand how it really works
🙌
Finally, I understand how displacement works! Thanks so much for this tutorial :)
Yes! Glad to hear. Thanks for the support 🤜🤛
love your videos man haha
@@happywasabii Thanks Alex! 🤟
ture
This is the best explanation of Redshift Displacement. Period. I wish I had come across this channel earlier!
Thank you! Glad that it helped you. We are happy to have you at the channel 👋
I've made great progress with c4d+rs in such a short time mainly because of your in-depth tutorials. thank you
Hi Shamil, I’m really glad to hear this 😌 Thank you for your support!
this comment made me subscribe :D
Welcome!
@@YouAndMeAcademy already a fan! this is the go to place for transitioning from c4d renderer to redshift! :D
Love this... Explained so much. Thank You, Thank You!!!
Awesome, I am glad it helped you!
Great tutorials!! So happy to find you, thanks!
Thank Alex, we are happy to have you along for the ride! 🤜🤛
This has been super helpful! Thank you :)
You’re welcome 🤜🤛
great overview, thanks for the vid!
You’re welcome 🤜🤛
Thanks a lot!! 👌
You’re welcome 🙂
An awesome tutorial!
Thanks a lot for it and waiting for new ones!
Thank you 🙏
Thank you for this tutorial!
Always 🤜🤛
nice tut, thank you!
Thank you!
Great tutorials, straight to the point, and no ether :) Subscripted! Thanks a lot.
You’re welcome, thank you for the support 🤜🤛
great tut 👍 whats the magic button to get the cube to the floor???
It’s called drop to floor, it’s a free plugin you can Google it. Thank you for the support 🤜🤛
@@YouAndMeAcademy Great! Thank you !! :)
Anychance you could share the JS Placement tool? looks like they are supplying it anymore on their site.
Thanks for clarifying many things I didn't fully understand!
I have a question, in the Redshift object Tag, you said it's better to always leave the 'Enable auto Bump Mapping checked but I usually only leave it checked in the case of the material not having an actual bump map. I usually found the normal map is more accurate than the Redshift auto-generated one and of you have both working at the same time it wouldn't be as accurate, is my assumption correct or we should always leave the option checked?
Leave it on always! Even with a bump map it will bring out more detail that is otherwise very expensive to achieve. 😺
thanks!
You’re welcome, I hope it helps!
Came for the short answer, stayed almost full vid. 🙏
Excellent! Glad it was helpful 💪
Cool!
Thank you 🤜🤛
can you talk about the last realse of Redshift Render Settings? They changed some options and now I am confused =(
Ah I did not know that. I haven’t upgraded, perhaps it’s time to ;) Thanks for your support!
Can you explain how to get falloff in displacement, I did exactly the same steps as you but my displacement is a hard edge going up where as yours are slopes, what gives?
I would first check to make sure under your Tessellation/UV Smoothing that it is set to All Edges.
@@YouAndMeAcademy Coming back to give this another shot, I didn't see your reply but it is turned on, I mean yours even have a soft cap on them, I don't understand how that is even possible. Is there something missing you didn't show?
I can achieve a similar effect my making my own texture and blurring it but then it's not really a procedural solution any more.
It's driving me crazy a bit is something so simple that I'm struggling to comprehend, do you perhaps have a file scene of this for my sanity?
@StylishGaz e-mail us your project file at www.youme.academy and we will have a look. :)
Very useful tutorial ! I have one question, is it possible use a triplanar displacement over an heightmap created in world creator ? Because i dont know how to add detail on the side of the height map, so i want use another displacement over with triplanar node but the result is that on the side of the mountain the displacer work strange or dont work.
Great question! What you describe as a workflow should work. It may be more to do with the actual flow of nodes. It all gets calculated at the same time (displacement) so it does need to be all fed in together. Ie:
Texture Node (height mapA) > No Triplanar Node > Displacement Blender > Displacement.
Texture Node (height mapB) > Triplanar Node (set to I assume X / Z but not Y would be 50% grey) > Displacement Blender > Displacement.
then in the Blender you would control the amount of B mixing in on the sides. I am saying 50% grey since black should be down and white is up so 50% grey should not affect it at all.
Without seeing the node tree though be a bit hard to diagnose. Hope this helps though!
@@YouAndMeAcademy thank you for your answer, maybe if you want i can show you
some my workflow so maybe i can share with you something and you can help me. Is it possible ? But i don t know were i can find you..
Sure, send us a message at www.youme.academy 🤜🤛
@@YouAndMeAcademy thank you very much !
whoever gives a thumb down I wish you all the best, I don't want to say for example that you might be mentally compromised, etc.
🙌🙏👏
It seems screen space adaptive doesn't work quite well, we can clearly see unnecessary subdivisions far away from the camera. Did I get things wrong?
Hi Ricardo, send us a link to your project file at www.youme.academy and we are happy to take a look. 👀
You've cleared a lot of things up but not everything. The node's scale, max disp and disp scale always screwed me up and after 3 years using RS, I still fail to see the purpose of this complexity. So if you push the displacement values past the max displacement, it looks like a shitty bump map. Okay great. So why even have max displacement in the first place? And I get that scale will multiply these two values. It would have saved me time trying to figure it out by just calling it "multiply scale". After all this time and going through so many mice with the unnecessary extra clicking and going over allocated hours on jobs trying to decrypt a lot of Redshift's settings and naming, I'm ready to jump ship and get on the Octane bandwagon. Someone please prove me wrong!
It's again Redshift giving (in this context maybe too much) control to the user. Turning up max displacement gives you longer render times, so you should only crank it up just as much as you need with the specific displacement
Hey Mike, I’m glad this cleared some things up. I think if something is not working for you, you should for sure explore other options until you get something that feels right. Nothing is perfect, but you gotta do what is best for you. Thanks for the support 🤜🤛