Really Great .... FINALLY this works!! As old-fashioned AR user, this was the hardest part of switching to Redshift. And the last step! ;) Thanks for the tutorial!
Hey Dimitris, another great and useful video, thanks, to offer a small consideration: “up til now, Redshift has been missing one..” I’d say MORE than only one important feature…namely-cel/toon/sketch & toon functionality.
Hi I just discovered your channel and it's fab...so thank you It would be great to see how more than one texture overlay (decal) looks in the node tree of red shift. How do you can you split out the textures in to seperate aov passes...so I can have the seperate texture coming in to aftereffects through an EXR I have
Hi Dimitris, great video. Do you know from which version on Cinema 4D + Redshift will support material stacking? If I apply the transparent shader in R21 everything becomes transparent. My box too.
It's nice, but only works on still object with that flat projection.. If I move my object, my sticker is gone. How should i fix that? Can i stick my texture to my object?
@@marvelousdecay Adding to this, I've tried all methods and it does not work with animation. I'm confused why they added this but it doesn't work with animation?
They recommend using sprite node cause opacity calculates as refraction and that can lead to increased render times. Does sprite node works with stacking? And also what about displacement?
1. Select the Material Tag on your object. 2. Set the Projection to Flat 3. Object Manager > Tags > Fit to Image... 4. Select the Bitmap you want to use to affect the scale.
I really don’t like using the stack material with transparent shaders with transmission , sss, it becomes really hard to control colours, at least on my trials. For decals is handy tho.
My scene comes out great however Im using a Cloth Deformer and as it animates my decals are not moving properly because I switched Projection from UVW to Flat. When I set it to UVW it does not allow me to transform the decals using texture mode. How can I fix this??
@@marvelousdecay I did in the redshift Shader graph. Then I had to change the projection to UVW. Now my problem is when I render it my materials and the decals are all just white. They look like tons of light are being cast on them. When I use the IPR Start/Stop in the redshift render view the materials are visible and look just fine.
I might be mistaken but I believe the spline shader is not yet transferred to the new Redshift nodes. The Xpresso nodes do support the spline shader through the Diffuse C4D shader node but as far as the new nodes go, the spline shader is missing. If someone else knows otherwise please do share!
Decals is just one of the use cases. If your model has multiple types of surfaces you will need some sort of way to stack materials. Otherwise you would have to use material blending and a ton of masks which is a clunkier way of doing things. It's certainly fine to do it that way but material stacking is much more user friendly.
Really Great .... FINALLY this works!! As old-fashioned AR user, this was the hardest part of switching to Redshift. And the last step! ;)
Thanks for the tutorial!
You're welcome!
Hey Dimitris, another great and useful video, thanks, to offer a small consideration: “up til now, Redshift has been missing one..” I’d say MORE than only one important feature…namely-cel/toon/sketch & toon functionality.
These are exactly the 2 issues i had just been struggling with! Thank you!
1:47 !!!!!!!! thank you ❤
Love your vids! Keep it up!
Thanks Chad. Will do!
Once I Get In The Top Ten s Your My Credit ;)
Hi I just discovered your channel and it's fab...so thank you
It would be great to see how more than one texture overlay (decal) looks in the node tree of red shift.
How do you can you split out the textures in to seperate aov passes...so I can have the seperate texture coming in to aftereffects through an EXR
I have
Hi Dimitris, great video. Do you know from which version on Cinema 4D + Redshift will support material stacking? If I apply the transparent shader in R21 everything becomes transparent. My box too.
Material stacking was a feature that was added with the latest release. The second release of 2022
@@marvelousdecay Thanks for your quick response.
@@marvelousdecay That's what I was thinking. Thanks !!
This still doesn't work with animation, the decal just flickers on and off as the object it's on moves. Only viable for static images.
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🔥
Indeed! A HUGE timesaver!
ftiaxnis apistefta video!!!!
FOR EVERY SECOND HE SAYS " LETS DONT GET TNice tutorialS COMPLICATED " AND IT GETS COMPLICATED
Im trying to use soft soft to make an FNF mod and tNice tutorials is really helping!
It's nice, but only works on still object with that flat projection..
If I move my object, my sticker is gone. How should i fix that? Can i stick my texture to my object?
You can try another projection. Cubic, cylindrical etc.
@@marvelousdecay Adding to this, I've tried all methods and it does not work with animation. I'm confused why they added this but it doesn't work with animation?
They recommend using sprite node cause opacity calculates as refraction and that can lead to increased render times. Does sprite node works with stacking? And also what about displacement?
Displacement should work without any issues!
It's a bummer that there is no similar function to 3ds Max's "Fit To Bitmpap". Still that's great for Redshift, nice video!
1. Select the Material Tag on your object.
2. Set the Projection to Flat
3. Object Manager > Tags > Fit to Image...
4. Select the Bitmap you want to use to affect the scale.
@@scenenodestips Awesome man, thanks a lot! I recently switched to C4D
I really don’t like using the stack material with transparent shaders with transmission , sss, it becomes really hard to control colours, at least on my trials. For decals is handy tho.
Great video, thanks! Does material stacking also work if you want to displace or add bump to your texture?
Yep. You add the bump info on your transparent material and you’re good to go
@@marvelousdecay Wow that's great, love the update!
This isn't working for me, the top material completely overides the other and I just see the label material applied and not the object bellow
It might be a caching issue. Delete your render settings and create some new ones.
i try it and it make the material behind it transparent even that its not transparent !! .. any solution? :/
My scene comes out great however Im using a Cloth Deformer and as it animates my decals are not moving properly because I switched Projection from UVW to Flat. When I set it to UVW it does not allow me to transform the decals using texture mode. How can I fix this??
You could use the UV options inside the node setup. There you'll be able to move it left, right, tile it etc
@@marvelousdecay I did in the redshift Shader graph. Then I had to change the projection to UVW. Now my problem is when I render it my materials and the decals are all just white. They look like tons of light are being cast on them. When I use the IPR Start/Stop in the redshift render view the materials are visible and look just fine.
Does this material stacking work with default material instead of redshift materials ?
Material stacking always worked with the regular standard and physical renderer. It’s just a new addition for Redshift.
@@marvelousdecay I meant does redshift work with default materials when stacked ?? Or it has to be redshift material ??
Does this work with the Spline Shader? I like to use Splines for Text in Textures, so i can change them within C4D...
I might be mistaken but I believe the spline shader is not yet transferred to the new Redshift nodes. The Xpresso nodes do support the spline shader through the Diffuse C4D shader node but as far as the new nodes go, the spline shader is missing. If someone else knows otherwise please do share!
why it call material stacking and not decals?
Decals is just one of the use cases. If your model has multiple types of surfaces you will need some sort of way to stack materials. Otherwise you would have to use material blending and a ton of masks which is a clunkier way of doing things. It's certainly fine to do it that way but material stacking is much more user friendly.
Does it support displacement channels?
Is the format of the texture image PNG?
Yep. PNG works great
outdated in 2023