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The little 'S' on the nodes allows you to solo that node so you can view it on your material in the IPR. Then just click it again to go back to full preview. Saves connecting and reconnecting nodes up.
Thanks for the amazing video, one thing that may be helpful for anyone who dont like the attribute panel being the same for materials and object propperties, you can duplicate them and turn on filters ("'mode' button right underneath the attributes) so one of the panels will show only materials and nodes parameters and the other will be used for objects.
Wow! I came here to make the comment that you can open a second attributes panel to dock it to the node editor, but your method is even better with the filter! Kudos!
This was super helpful! I'm new to C4D and started on R25 and was barely getting used to the Shader Graph when they switched over to Node Editor in S26. There were a few things I just didn't really understand until now. Thank you!
new node-editor is more "fancy looking" than having great functionality thank you for showing how we can build that bulky combination of panles by docking "nodes" and "attributes" panels i really hope Maxon and Redshift will not force to switch to "new" editor by killing and bugging xpresso style editor
Hey Maxon! Is it really necessary to keep changing the UI every version so that it becomes impossible to follow tutorials anymore? Just wait until they completely revamp it AGAIN in 2024 version! LOL
TIPS: If you want to use ramp for correcting your procedural maps and textures, use alt input. «connect node to output» is now «Solo node», you can assign hotkey to this command.
Oh, sorry, this was late night rushed comment. I try to explain. If you want to use Ramp node as Levels correction for textures, you need to connect your image into yellow input port. For searching nodes we now use C key instead of legacy shift+c command. To preview single node with a single press of a key you need to assign custom shortcut (~) to “Solo node” in “edit commands menu” in cinema, but this is now not as much required since all nodes now have solo button
Actually you don't have to dock the attributes window just uncheck 'Global Attributes Manager for Shader Nodes' in the preferences. Then it looks like before.
Hey! Right now I'm working with c4d 2023 and I can switch completly between the old and new Node Editor. By unchecking the "Node Materials for Presets" in the preferences I'll get the old Node Editor, by checking the "Node Materials for Presets" in the preferences I'll get the new Node Editor. Just restart c4d after changing the preferences. And "Native Camera for New Scenes" is always checked. Does it work for you too?
thanks for the overview. but damn. ok. i will definitly not switch to r26 before they fix the last part you mentioned. i don´t want to deal with this. and for the node editor. its just seem not really there and done yet. i will stick to the good old and beloved xpressso nightmare :D
Fantastic tutorials! Have a quick question related to redshift: Is it possible to export all redshift materials from C4D to be used in other programs like Houdini? Or we need to create the whole redshift materials node from scratch again? Thank you.
This is one of the best I have seen. Thank you so so much!! I am completely new to RedShift and Node Based Texturing. Do you have a tutorial on how to apply AO? I am not seeing a Global On/Off button for it. HELP!! LOL
Thank you for this great explanation it helps a lot to sort it out. Unfortunately C4D became quite a mess at this point with the very old, the old and the new features all mixed together...
@@effectatron Sorry I was not telling that I'm not a C4D user, and that I discover it and come from another 3D package, so for me to learn C4D is more complicated than it should be. I would love a slim version of C4D all about Redshift and with NONE of the legacy interface and features. Of course the new changes / new features are greatly positive, but produces a massive pile of overlaping interfaces inside C4D, and for a newcomer it's VERY confusing. Everything exists in 2 or 3 fashions inside the software (render engines, render viewers, nodes graphs, lights, materials, cameras, multipass pipeline, eveything is at least doubled). Massive mess at each step for a newcomer like me. I guess it will be more and more "unified / integrated / streamlined" at each new update, as they already do. This is only my perception & opinion :) Thank you for your anwsome training content!!
@@Gasconauxolives To be honest. That is was it is now. Once you select Redshift as the rendered the only things that become available work with redshift. So there is no way to apply lights or anything that wont work with redshift now. Like it was 2 years ago. Now is the perfect time to learn c4d because for the first time it's all streamlined with an actual good render engine. Redshift. You can get 50% off my intro to C4D and redshift course derekkirk.net/ right now. It's all c4d 2023 and up. so no legacy stuff.
@@effectatron I agree, it is way better now. This is my second go at C4D and it is a lot more "Redshift streamlined" than during my first shot 1 or 2 years ago. There is still all the old stuff hanging around and under the hood, and only experienced C4D users can sort it out efficiently. Anyways, I definitely have your paid training in my favs and you'll be my Redshift paid teacher of choice. See you in your course when I have time for deep training. Thank you again, your channel is really good.
I don't know why, but node material doesn't have c4d shader node and vertex map node, which I often used. Traditional RS material still the best choice in this version.
One other cool new thing that would have helped me just a week or so ago in R25: You can change at least some of the ramp knot positions/colors via inputs. I wanted my gradient to move up/down and had to jury rig it in S25 but now can do it the "right" way.
How you connect Textures with the ramp node in R26? 'Texture space' or 'source' don't work correctly for me and there is no "all input" anymore :( what have I missed out?
My C4D R25 with Redshift opens all RSMaterial by default using the Shader Graph, not the Node Graph. I don't know how to use the RS Materials in Node Editor. Something is probably wrong. :)
@7:00 To have the Nodes search window not disappear, there's a pin icon to the right of the search box. Click on the pin icon, and the Nodes search window will stay open even when you click away.
Not being able to dock just the material attributes to the node editor makes this layout so absurdly messy and unintuitive. Maybe the worst UX change Ive seen in C4D yet.
this is the issue with the subscription model is they can change stuff so quickly all the time usually without testing for long periods. in general, for all programs i use, subscription makes developers feel like they can modify and add band aids to new things rather than releasing a rly nice well-tested product. this feels more intuitive in some ways, but still overall kind of clunky.
Thanks for this. But after I combined all the windows (node & material) like you did, save as start up layout, the windows are split again. How do you keep them together when you create a new material/project?
Just uncheck 'Global Attributes Manager for Shader Nodes' as well as 'Global Attribute Manager for Shader Nodes' in the preferences then it looks exactly like before.
@@kanadiou When you leave it checked (as it is by default) you have the problem as described in the video above. Uncheck both 'Node Materials for Presets' and 'Global Attribute Manager For Shader Nodes' (sorry that was missing in my previous comment). You deal with the new node editor as well as 3 undocked panels. When you uncheck ...and double click a Redshift material ...it will pop up as it used to be ...once window (3 sections but not separate panels) and the usual Shader Graph. You might have to restart Cinema4D
@@videomarknet yes ok i understand, this option is just for the old "xpresso" node shader. It would be better to add this option into the new node shader. We have to save a layout to not loose custom layout for the node shader
Great tutorial, thanks. The orginal redshift node editor is a much better systmem. Haveing the attribute pannel all the way over there is annoying, it's also annoying to keep having to move it around. I hope maxon fix this
I thought the same thing at first but I actually prefer the new one now after using it more. The node editor is a far superior system. It's workflow is so much easier and streamlined. So many good quality of life changes. Also the fact that the attribute panel is where you change the materials let's you update ans tweak materials without having to open the shader graph which is soon much better than the old system. Give it a chance it's really a lot better.
no but you can grab those from the asset browser, or get my pack that replaces that ft basically with some customizable default setups. code ReallyRad for 50% off - effectatron.gumroad.com/l/copmt so 400 RS standard materials for 10$
Unfortunately Node Editor settings won't be saved if you save a layout. It's even worse, whenever you close the Node Editor window settings will go back to default. (Cinema 4D R26.107 and Redshift 3.5.04)
Yea, if you close the window it does go away which is a huge bummer. I've found docking the node editor at the bottom under the view port and next to the attribute panel is helpful. Very similar to how blender is set up.
New editor will not accept GIFs. Put one in and it appears fine in viewport but will be a pink checkerboard in render which is just their standin I believe.
I think object reference node is gone now. But can u say how we use custom user data in new shader editor? Maybe using xpresso save the day but is this necessary?
Oh man, how can you not know this... you can make an independent copy of the attributes window (as many as you want) and set the window to show only nodes, for example, or whatever you decide. This is very easy to do in the attributes window settings and is possible from the very beginning of Cinema's existence I guess... anyway 10 years ago it was possible)
How do you unhook a node in the Node Editor? Every time when I tried to drag the end of the line it keeps wanting to add new input instead of disconnecting it.
Not that I know of. But the workflow is exactly the same. Well, Manually convert, idk of a quick make new node option but you can manually rebuild each one the same in the new node, and faster because u can just click the lil dots and select the texture from the list because its already in your scene
@@effectatron I opened the tutorial example of the previous version, but the node name did not match slightly, so I asked a question. Ironically, I figured it out after 2 hours after asking, and I solved it with [RedShift - Materials - Tools - Convert and Replace All Materials with Nodes] at the top. Thank you for uploading high-quality UA-cam content. It will be very helpful for studying Redshift in the future.
Would you happen to know why things like maxon noise or noise doesn't auto update in redshift render using this new node editor workflow? It has to wait until I release my mouse then it updates.
How you connect Textures with the ramp node in R26? 'Texture space' or 'source' don't work correctly for me and there is no "all input" anymore :( what have I missed out?
Ramp seems to work differently in node editor. Before, there was only one input possibility and I can't seem to figure out which of the many inputs available now corresponds to the old input. Ideas?
Yes - I used alt input but would like to understand the thinking behind the change. Presumably there’s some advantage to the new layout but at the moment I’m missing whatever it is. Great video!
It's a shame that they dropped c4d shader compatibility in this version :/ Can anyone help with placing/scaling/rotating a ramp node in the new RS? Seems like the only way is to use the legacy material and xpresso editor with a c4d gradient?...
Weird, I'm on RS 3.5.1 and c4d r26.014 all up to date, switched to redshift render and don't have that new stroked circle in my RS standard material options at all. The option updates are there, e.g. new transmission options and so on-But nothing that brings me to this new node editor. I can't really even find it. The only node editor I can bring up is for expresso. Curious if anybody's encountered this..
I've encountered this as well. I'm not seeing any of the updates for this new node editor and I'm using the latest version. Did you find a solution to this?
I'm noticing significant lag when changing material attributes on new redshift materials. (eg. change color, preview thumbnails update then IPR updates). With Redshift Xpresso nodes, attribute changes are instantly displayed in the IPR. Hopefully they fix this bottleneck eventually.
@@effectatron -haha definitely. That's the first thing I did -better, but still not as snappy as Redshift via Xpresso. I think there's still something going on under the hood with the node editor that's slowing things down. I'm sure it'll get worked out over time.
It's NOT available in the new nodes (only on the xpresso nodes). I think it will get discontinued and they port the old surfaces to redshift (like they did with the noise).
It's a shame we don't have access to c4d shader (baking). Less good integration into c4d while maxon product, WTF ? AFAIC it's overhyped functions - like auto connect nodes on the wire - like in Houdini but not as userfriendly as in Houdini. Transition beta testing or something ? … Anyhow thank you for this video, and workflow to work "like before" (y) And how yo keep good old xpresso workflow, wich at least is mature and works !
The Ultimate Redshift Masterclass is NOW AVAILABLE!
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Thank you all for all your support!!
The c shortcut is a lifesaver. Rather than having to go into the tiny searchbar, you can just press c and start typing the node you want to use
The little 'S' on the nodes allows you to solo that node so you can view it on your material in the IPR. Then just click it again to go back to full preview. Saves connecting and reconnecting nodes up.
Thanks for the amazing video, one thing that may be helpful for anyone who dont like the attribute panel being the same for materials and object propperties, you can duplicate them and turn on filters ("'mode' button right underneath the attributes) so one of the panels will show only materials and nodes parameters and the other will be used for objects.
Wow! I came here to make the comment that you can open a second attributes panel to dock it to the node editor, but your method is even better with the filter! Kudos!
This was super helpful! I'm new to C4D and started on R25 and was barely getting used to the Shader Graph when they switched over to Node Editor in S26. There were a few things I just didn't really understand until now. Thank you!
new node-editor is more "fancy looking" than having great functionality
thank you for showing how we can build that bulky combination of panles by docking "nodes" and "attributes" panels
i really hope Maxon and Redshift will not force to switch to "new" editor by killing and bugging xpresso style editor
Hey Maxon! Is it really necessary to keep changing the UI every version so that it becomes impossible to follow tutorials anymore? Just wait until they completely revamp it AGAIN in 2024 version! LOL
@@AndrewHoeveler thats the annoying thing about this sorta software, they keep changing UI it fucking suckssss
Actually, you can make a copy of the attributes panel. It’s the arrow icon at the top right. ;)
Excellent! Thank you!
TIPS:
If you want to use ramp for correcting your procedural maps and textures, use alt input.
«connect node to output» is now «Solo node», you can assign hotkey to this command.
Can you please explain in detail? thx very much
Oh, sorry, this was late night rushed comment. I try to explain.
If you want to use Ramp node as Levels correction for textures, you need to connect your image into yellow input port.
For searching nodes we now use C key instead of legacy shift+c command.
To preview single node with a single press of a key you need to assign custom shortcut (~) to “Solo node” in “edit commands menu” in cinema, but this is now not as much required since all nodes now have solo button
@@CMak3r thx a lot~👍 i will try it
@@CMak3r thank you)
Thanks, this was very useful! I just dragged a texture to the Alt Input function inside Ramp node and it worked!
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hands up if you think this is a worse workflow than the old way of doing it?
Amazing, thanks for the thorough walkthrough!
Thanks Jake!
You can also drag commonly used nodes into your layout to quickly add them!
Thanks for this, I now have a setup I'm really happy with.
Actually you don't have to dock the attributes window just uncheck 'Global Attributes Manager for Shader Nodes' in the preferences. Then it looks like before.
thank you
Great information. Thanks so much for sharing!
dude thank you very much. I was searhing mat info right side of node editor. Now ı know to do it
Glad I could help!
Hey! Right now I'm working with c4d 2023 and I can switch completly between the old and new Node Editor. By unchecking the "Node Materials for Presets" in the preferences I'll get the old Node Editor, by checking the "Node Materials for Presets" in the preferences I'll get the new Node Editor. Just restart c4d after changing the preferences. And "Native Camera for New Scenes" is always checked. Does it work for you too?
1000 Dank für dieses Video - SEHR Hilfreich
Thanks for this!
You're welcome! Thank you for watching!
thanks for the overview. but damn. ok. i will definitly not switch to r26 before they fix the last part you mentioned. i don´t want to deal with this. and for the node editor. its just seem not really there and done yet. i will stick to the good old and beloved xpressso nightmare :D
Superb tutorial. Thank you
Fantastic tutorials!
Have a quick question related to redshift:
Is it possible to export all redshift materials from C4D to be used in other programs like Houdini?
Or we need to create the whole redshift materials node from scratch again?
Thank you.
This is one of the best I have seen. Thank you so so much!! I am completely new to RedShift and Node Based Texturing. Do you have a tutorial on how to apply AO? I am not seeing a Global On/Off button for it. HELP!! LOL
I do! But you can plug AO maps or nodes into the geometry overall tint of ur standard material
Thank you for this great explanation it helps a lot to sort it out. Unfortunately C4D became quite a mess at this point with the very old, the old and the new features all mixed together...
Not sure what you mean. I find all the new changes positive
@@effectatron Sorry I was not telling that I'm not a C4D user, and that I discover it and come from another 3D package, so for me to learn C4D is more complicated than it should be. I would love a slim version of C4D all about Redshift and with NONE of the legacy interface and features. Of course the new changes / new features are greatly positive, but produces a massive pile of overlaping interfaces inside C4D, and for a newcomer it's VERY confusing. Everything exists in 2 or 3 fashions inside the software (render engines, render viewers, nodes graphs, lights, materials, cameras, multipass pipeline, eveything is at least doubled). Massive mess at each step for a newcomer like me. I guess it will be more and more "unified / integrated / streamlined" at each new update, as they already do. This is only my perception & opinion :)
Thank you for your anwsome training content!!
@@Gasconauxolives To be honest. That is was it is now. Once you select Redshift as the rendered the only things that become available work with redshift. So there is no way to apply lights or anything that wont work with redshift now. Like it was 2 years ago. Now is the perfect time to learn c4d because for the first time it's all streamlined with an actual good render engine. Redshift. You can get 50% off my intro to C4D and redshift course derekkirk.net/ right now. It's all c4d 2023 and up. so no legacy stuff.
@@effectatron I agree, it is way better now. This is my second go at C4D and it is a lot more "Redshift streamlined" than during my first shot 1 or 2 years ago. There is still all the old stuff hanging around and under the hood, and only experienced C4D users can sort it out efficiently.
Anyways, I definitely have your paid training in my favs and you'll be my Redshift paid teacher of choice. See you in your course when I have time for deep training.
Thank you again, your channel is really good.
Danke!
I don't know why, but node material doesn't have c4d shader node and vertex map node, which I often used. Traditional RS material still the best choice in this version.
vertex attribute node works for material blending
One other cool new thing that would have helped me just a week or so ago in R25: You can change at least some of the ramp knot positions/colors via inputs. I wanted my gradient to move up/down and had to jury rig it in S25 but now can do it the "right" way.
How you connect Textures with the ramp node in R26? 'Texture space' or 'source' don't work correctly for me and there is no "all input" anymore :( what have I missed out?
@@hansdampf5679 I'm having the same issue, I've been searching the internet for ages to figure it out!
great video!
Perfect content!
Thanks alot for this tips, still a bit lost in this new workflow
great tut
Thanks!
Thanks for detailed review
My C4D R25 with Redshift opens all RSMaterial by default using the Shader Graph, not the Node Graph. I don't know how to use the RS Materials in Node Editor. Something is probably wrong. :)
The node graph I believe was introduced in R26. But you can check the redshift section of the preferences
@7:00 To have the Nodes search window not disappear, there's a pin icon to the right of the search box. Click on the pin icon, and the Nodes search window will stay open even when you click away.
Not being able to dock just the material attributes to the node editor makes this layout so absurdly messy and unintuitive. Maybe the worst UX change Ive seen in C4D yet.
Thank you!!!
Thank you for watching :)
Thank you!
You're welcome!
this is the issue with the subscription model is they can change stuff so quickly all the time usually without testing for long periods. in general, for all programs i use, subscription makes developers feel like they can modify and add band aids to new things rather than releasing a rly nice well-tested product. this feels more intuitive in some ways, but still overall kind of clunky.
why did they remove presets in standard surface?
Thanks for this. But after I combined all the windows (node & material) like you did, save as start up layout, the windows are split again. How do you keep them together when you create a new material/project?
Hmmm, I'll have to do some testing and get back to you.
Just uncheck 'Global Attributes Manager for Shader Nodes' as well as 'Global Attribute Manager for Shader Nodes' in the preferences then it looks exactly like before.
@@videomarknet hi, i don't understand what it does. i checked and unchecked, windows are still split again. thks
@@kanadiou When you leave it checked (as it is by default) you have the problem as described in the video above. Uncheck both 'Node Materials for Presets' and 'Global Attribute Manager For Shader Nodes' (sorry that was missing in my previous comment). You deal with the new node editor as well as 3 undocked panels. When you uncheck ...and double click a Redshift material ...it will pop up as it used to be ...once window (3 sections but not separate panels) and the usual Shader Graph. You might have to restart Cinema4D
@@videomarknet yes ok i understand, this option is just for the old "xpresso" node shader. It would be better to add this option into the new node shader. We have to save a layout to not loose custom layout for the node shader
Great tutorial, thanks. The orginal redshift node editor is a much better systmem. Haveing the attribute pannel all the way over there is annoying, it's also annoying to keep having to move it around. I hope maxon fix this
I thought the same thing at first but I actually prefer the new one now after using it more. The node editor is a far superior system. It's workflow is so much easier and streamlined. So many good quality of life changes. Also the fact that the attribute panel is where you change the materials let's you update ans tweak materials without having to open the shader graph which is soon much better than the old system. Give it a chance it's really a lot better.
THANKS
Is it still possible to choose from presets in the RS standard node? Like for example gold, glass.. rather than having to manually set it up
no but you can grab those from the asset browser, or get my pack that replaces that ft basically with some customizable default setups. code ReallyRad for 50% off - effectatron.gumroad.com/l/copmt so 400 RS standard materials for 10$
Unfortunately Node Editor settings won't be saved if you save a layout. It's even worse, whenever you close the Node Editor window settings will go back to default. (Cinema 4D R26.107 and Redshift 3.5.04)
Yea, if you close the window it does go away which is a huge bummer. I've found docking the node editor at the bottom under the view port and next to the attribute panel is helpful. Very similar to how blender is set up.
New editor will not accept GIFs. Put one in and it appears fine in viewport but will be a pink checkerboard in render which is just their standin I believe.
I think object reference node is gone now. But can u say how we use custom user data in new shader editor? Maybe using xpresso save the day but is this necessary?
Oh man, how can you not know this... you can make an independent copy of the attributes window (as many as you want) and set the window to show only nodes, for example, or whatever you decide. This is very easy to do in the attributes window settings and is possible from the very beginning of Cinema's existence I guess... anyway 10 years ago it was possible)
The only problem is that you have to dock attribute editor in the node graph window every time you open it
Thank you for the overview, do you know how I can get access to the c4d texture in the node editor or is that only in shader graph? Thanks!
Not sure, haven't tried that.
How do you unhook a node in the Node Editor? Every time when I tried to drag the end of the line it keeps wanting to add new input instead of disconnecting it.
For me texture color varies in node workflow and old legacy workflow is there something I need to change ?
the Rs Multishader is not available in the node editor, is it?
Can i convert an old node created with a 'redshift shader graph' to a node in a 'node editor' created after the R26 version?
Not that I know of. But the workflow is exactly the same. Well, Manually convert, idk of a quick make new node option but you can manually rebuild each one the same in the new node, and faster because u can just click the lil dots and select the texture from the list because its already in your scene
@@effectatron I opened the tutorial example of the previous version, but the node name did not match slightly, so I asked a question. Ironically, I figured it out after 2 hours after asking, and I solved it with [RedShift - Materials - Tools - Convert and Replace All Materials with Nodes] at the top. Thank you for uploading high-quality UA-cam content. It will be very helpful for studying Redshift in the future.
thank you so much ^^ bbbbbbb
Would you happen to know why things like maxon noise or noise doesn't auto update in redshift render using this new node editor workflow? It has to wait until I release my mouse then it updates.
You have to have render previews on in the preferences. But if you have IPR on it might put priority on the IPR over the preview
Redshift menu is hidden untill you turn it on preferences.
Edit,preferences,renderer,redshift,user interface, redshift main menu
How you connect Textures with the ramp node in R26? 'Texture space' or 'source' don't work correctly for me and there is no "all input" anymore :(
what have I missed out?
I will do a video on this. I have gotten lots of questions.
Ramp seems to work differently in node editor. Before, there was only one input possibility and I can't seem to figure out which of the many inputs available now corresponds to the old input. Ideas?
Had the same experience
@@darrellplank4518 alt input works at least sometimes
I will have to test it out.
Yes - I used alt input but would like to understand the thinking behind the change. Presumably there’s some advantage to the new layout but at the moment I’m missing whatever it is. Great video!
@@darrellplank4518 Had the same experience too
also, how do I use the vertex node now? There is no option to switch between vertex maps? I can not understand?
Simply type C in the node window and type vertex, then drag and drop the Vertex node in. :)
@@effectatron thanks a lot man
It's a shame that they dropped c4d shader compatibility in this version :/ Can anyone help with placing/scaling/rotating a ramp node in the new RS? Seems like the only way is to use the legacy material and xpresso editor with a c4d gradient?...
WHAT ABOUT SHIFT + C? HAVE YOU TRIED IT? TO LOOK FOR THE NODE YOU WANT....
I learned that you can just hit c and start typing in the node window.
Weird, I'm on RS 3.5.1 and c4d r26.014 all up to date, switched to redshift render and don't have that new stroked circle in my RS standard material options at all. The option updates are there, e.g. new transmission options and so on-But nothing that brings me to this new node editor. I can't really even find it. The only node editor I can bring up is for expresso. Curious if anybody's encountered this..
Strange. Maybe try reinstalling. Maybe it was bugged.
I've encountered this as well. I'm not seeing any of the updates for this new node editor and I'm using the latest version. Did you find a solution to this?
I'm noticing significant lag when changing material attributes on new redshift materials. (eg. change color, preview thumbnails update then IPR updates). With Redshift Xpresso nodes, attribute changes are instantly displayed in the IPR. Hopefully they fix this bottleneck eventually.
If you go in and turn off material previews it can speed up the IPR refresh rate a good bit.
@@effectatron -haha definitely. That's the first thing I did -better, but still not as snappy as Redshift via Xpresso. I think there's still something going on under the hood with the node editor that's slowing things down. I'm sure it'll get worked out over time.
Anyone knows how to make a shortcut for connect node to Output?
Where is the C4d shader, where i could add layers to the noises etc ?
It's only in the legacy shade. But you can later noises with a color layer node and noises
@@effectatron thanks
This update is really dumb... Is not making things easier...
Anyone know where the "C4D Shader" node went to? Did they get rid of it in 3.5?
I'll have to look into this.
It's NOT available in the new nodes (only on the xpresso nodes). I think it will get discontinued and they port the old surfaces to redshift (like they did with the noise).
It's a shame we don't have access to c4d shader (baking).
Less good integration into c4d while maxon product, WTF ?
AFAIC it's overhyped functions - like auto connect nodes on the wire - like in Houdini but not as userfriendly as in Houdini. Transition beta testing or something ? …
Anyhow thank you for this video, and workflow to work "like before" (y)
And how yo keep good old xpresso workflow, wich at least is mature and works !
You can still do c4d baking. It's in the legacy shader graph mode only tho
Can I get rs for s26 for free?
yes, but it is CPU only, not GPU. so it will be far slower!
where is the shader node?
the C4D shader node is only in the legacy shader graph.
@@effectatron does that mean the old version of it?
this shit sucks lol why do they keep changing workflows for no reason
u many talking man !!!
Thanks. This video helped me a lot.