posting a slight correction, thanks to Darby for pointing out to me. in order to use a normal map & be able to rotate it you need the TransformTangentNormals OSL node as well. here's how to plug it all together i.imgur.com/WU6tpEn.png
did not know this existed! love that you can feed it in upstream in the node graph to just use on instance of it and that scale parameter is such an improvement. but the noise options take the cake. i feel like every triplanar node in a renderer should include that.
Nice stuff. btw. I usually use Value node to scale my textures or even noise. You can find it in Math - Value. Very useful, one node can scale all textures or noise. Also this is useful if you want to rotate texture or noise.
yep, it's a solid node. very familiar with it for adding easier controls. still cant beat having a nice slider built right into the actual node though!
Do I need the Redshift Live-rendering active to see any updates I do to the triplanar-node? I have copy/pasted the code to my OSL node.. it all looks right with the parameters, but I can't see any updates to my texture when changing the scaling of my OSL-triplanar node? It doesn't update when doing Live-preview in Redshift either.
Hi, great tip thanks ! I'm still having a hard time understanding where I can input real-world scale values of the textures I use that are not square (like a wooden plank that I know is 200x50 cm for instance). How do I tell Redshift those dimensions, and how do I tell triplanar in which direction to project X,Y,Z depending on the grain of the wood. Many thanks !!
Hey, thanks for the question. My answer for that is a pretty weird workaround but it works for me. Setup your RS material with the texture maps, and then set the C4D Texture Tag to a Cubic projection and then you can use the Coordinate tab to enter in real world values for the scale. So you set the proper scale for the texture maps and then get a visual idea for how large that translates to on your C4D object. Then you can go back to a proper UVW projection or however else you want to setup the texture and try to match them visually. Not ideal, but it works for me.
@@gernge thanks for your reply. I find it crazy and strange that there is no proper way to do this in C4D. My clients are furniture makers and provide me with textures that need to be exactly reproduced to I can't afford to eye ball... hope there will soon be a better solution. Have a great day !
Hi man ! Thanks for your tutorial ! Very useful ! I have one question. I have to texturing a big height map terrain, any suggest ? I mean i have an height map as a base displacement and i add some displacement triplanar over with displacement blender. but don t work well because on the side of the mountain the displacement dosent work. It works just on the top
that's a lot harder, for sure, doing large terrains. i'd try working with some noises and seeing what you can do procedurally. either with Redshift material, Maxon Noises layered together in a displacement or using Cinema 4D Displacer Deformer with noises definitely harder than a single object that's normal size, like the wall/doorway i showed here but hopefully that helps a little
@@gernge thank you very much for the answer ! But i have to use the height map for more accurate result, i will try to put some displacement over the height map without the triplanar
still relevant! OSL works in the newer nodes system, it is just a UI update, so my reasons for preferring this OSL triplanar node over the built-in triplanar are valid there too!
posting a slight correction, thanks to Darby for pointing out to me. in order to use a normal map & be able to rotate it you need the TransformTangentNormals OSL node as well. here's how to plug it all together
i.imgur.com/WU6tpEn.png
did not know this existed! love that you can feed it in upstream in the node graph to just use on instance of it and that scale parameter is such an improvement.
but the noise options take the cake. i feel like every triplanar node in a renderer should include that.
This should be added to redshift as default
thanks for sharing!
Nice stuff.
btw. I usually use Value node to scale my textures or even noise. You can find it in Math - Value. Very useful, one node can scale all textures or noise. Also this is useful if you want to rotate texture or noise.
yep, it's a solid node. very familiar with it for adding easier controls. still cant beat having a nice slider built right into the actual node though!
Do I need the Redshift Live-rendering active to see any updates I do to the triplanar-node? I have copy/pasted the code to my OSL node.. it all looks right with the parameters, but I can't see any updates to my texture when changing the scaling of my OSL-triplanar node? It doesn't update when doing Live-preview in Redshift either.
Very nice! Thank you.
What Maxon lacks is the willingness to do things right. Here we have an example.
Can we save that node in the Asset browser? That will be way more handy than every time copy and pasting the code.
Hi, great tip thanks ! I'm still having a hard time understanding where I can input real-world scale values of the textures I use that are not square (like a wooden plank that I know is 200x50 cm for instance). How do I tell Redshift those dimensions, and how do I tell triplanar in which direction to project X,Y,Z depending on the grain of the wood.
Many thanks !!
Hey, thanks for the question. My answer for that is a pretty weird workaround but it works for me. Setup your RS material with the texture maps, and then set the C4D Texture Tag to a Cubic projection and then you can use the Coordinate tab to enter in real world values for the scale. So you set the proper scale for the texture maps and then get a visual idea for how large that translates to on your C4D object. Then you can go back to a proper UVW projection or however else you want to setup the texture and try to match them visually. Not ideal, but it works for me.
@@gernge thanks for your reply. I find it crazy and strange that there is no proper way to do this in C4D. My clients are furniture makers and provide me with textures that need to be exactly reproduced to I can't afford to eye ball... hope there will soon be a better solution. Have a great day !
Hi man ! Thanks for your tutorial ! Very useful ! I have one question. I have to texturing a big height map terrain, any suggest ? I mean i have an height map as a base displacement and i add some displacement triplanar over with displacement blender. but don t work well because on the side of the mountain the displacement dosent work. It works just on the top
that's a lot harder, for sure, doing large terrains. i'd try working with some noises and seeing what you can do procedurally. either with Redshift material, Maxon Noises layered together in a displacement or using Cinema 4D Displacer Deformer with noises
definitely harder than a single object that's normal size, like the wall/doorway i showed here but hopefully that helps a little
@@gernge thank you very much for the answer ! But i have to use the height map for more accurate result, i will try to put some displacement over the height map without the triplanar
Is this relevant with the newer node system, it looks alot more like octane.
still relevant! OSL works in the newer nodes system, it is just a UI update, so my reasons for preferring this OSL triplanar node over the built-in triplanar are valid there too!
Печально что это не идёт из коробки, это ужас