how to correctly use albedo textures from quixel in redshift houdini

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  • Опубліковано 21 сер 2024

КОМЕНТАРІ • 30

  • @stephanenathan8034
    @stephanenathan8034 2 роки тому +1

    Bro I literally struggled with this for ages. you're a lifesaver.

  • @outofpix3ls967
    @outofpix3ls967 Рік тому +1

    Legend. Only thing I found in hours of searching! Thank you

  • @chrispetersen3613
    @chrispetersen3613 2 роки тому +1

    This seems so obvious now that you pointed it out. Thanks so much for sharing! Helped my renders look a lot better.

  • @gt_kenny
    @gt_kenny 2 роки тому +3

    You can also plug the AmbientOccl map to the "Overall" slot of the RS material. That's a bit cleaner. You need one less node that way.

    • @evanrudefx
      @evanrudefx  2 роки тому

      the overall tint? You could, but then you would not be able to just click on it and change the color anymore. If you want it super clean you could just multiply the maps in after effects or photo shop then save it out.

    • @regularmenthol
      @regularmenthol 2 роки тому

      @@evanrudefx no you plug it into Overall Color, you can then adjust the amount of AO with a ramp

    • @evanrudefx
      @evanrudefx  2 роки тому

      ​@@regularmenthol yes, overall color is overall tint, it just calls it tint in one place but color in another

    • @regularmenthol
      @regularmenthol 2 роки тому

      @@evanrudefx right. regardless, that's the way that AO is generally handled rather than using multiply and mixing vectors with floats and yada yada. but to each their own

    • @evanrudefx
      @evanrudefx  2 роки тому

      @@regularmenthol oh nice! I see

  • @emmmqs3060
    @emmmqs3060 2 роки тому +1

    学到了 感谢👍👍 ,我一直以为ao对cg渲染来说没什么用,原来区别这么大

  • @KevRyanCG
    @KevRyanCG 2 роки тому +1

    Nice, I've often had this issue and brought in the AO to make things pop a little better, thinking that I was missing a step along the way. Also I had never thought to bring in the normals and other maps as being raw. Especially lately with Redshift seeming to give me lots of trouble with colour spaces. i hadn't updated it in years.

    • @evanrudefx
      @evanrudefx  2 роки тому

      if you notice, other render engines like mantra automatically do this. If you use a principled shader and go to the normal map texture section the color space is automatically set to linear.

  • @raimuhammaduzairfareed7628
    @raimuhammaduzairfareed7628 2 роки тому +2

    Awesome information

  • @strangeflock9192
    @strangeflock9192 Рік тому +1

    So useful! Thank you.

  • @massimobaita7178
    @massimobaita7178 9 місяців тому +1

    Thank You very much!

  • @michaelgofman3201
    @michaelgofman3201 2 роки тому

    man, u r awesome. thanks

  • @Fralibers
    @Fralibers 2 роки тому

    Nice one, super useful! I guess that if you use the displacement map then you don’t need to use the AO, correct ?

    • @evanrudefx
      @evanrudefx  2 роки тому +1

      The displacement just gives more detail to the geometry, you still need the ao map multiplied by albedo for the albedo texture to look right

    • @Fralibers
      @Fralibers 2 роки тому

      @@evanrudefx thanks. Good to know, cheers 👍

  • @PBVisuals
    @PBVisuals 2 роки тому

    Hello thanks so much it helped so much, but im struggling shading terrain in redshift with quixel and using masks, can you guide me where can i learn shadin terrain? Thank you again :)

    • @evanrudefx
      @evanrudefx  2 роки тому

      Adrien Lambert, Rohan dalvi, and sidefx main channel have good terrain tutorials. Sadly most Houdini terrain tutorials are for making terrain and less about texturing, it seems.

  • @Somethinginvisible1
    @Somethinginvisible1 2 роки тому

    I saw a video which u made before. its about how to avoid tiling repitation but I think it doesnt work in redshift. could you exlpan how to avoid tiling repitation in redshift?? sorry for weird english XD..

    • @evanrudefx
      @evanrudefx  2 роки тому

      regular vop nodes in /mat do not work with redshift and you can't perform modifications to the uv at mat level with redshift either. You would need to modify the uv's at sop level for it to work.

    • @Somethinginvisible1
      @Somethinginvisible1 2 роки тому

      @@evanrudefx thank you !!!

  • @bondell1840
    @bondell1840 Рік тому

    how do i use the normal map? icat seem to get it workinh here in redshift

  • @xxxAzraelxxx
    @xxxAzraelxxx 9 місяців тому

    i don't have the option of the color space in my RStexture 🥲Maybe my redshift is too old ?