Procedural Foam Material in Redshift (Redshift Tutorial)
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- čas přidán 25. 06. 2024
- I go over my attempt at replicating a foam material using Cinema 4d and Redshift.
Sorry about the audio! I have a pop screen in my Amazon cart!
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I really like how you presented this. So many tutorials have loud music/overly excited narration - this was a nice contrast - informative and to the point. Thank you.
DITTO - I agree this was a great pace & tone for an 'on-the-fly' tutorial.
This is fire. Thanks for taking the time to put this together.
this is excellent! attention to detail and result is brilliant
We want more!! We want more!! Beautiful work, Zak!
This one of the greatest tutorials I have ever seen, Please more tutorial for redshift!!
Tremendous tutorial. Exactly what I was looking for. Thanks. Surprised to find you only had a couple of tutorials; You are rather good at this! I'm sure your time is heavily constrained.
I've only just started with Redshift and I learned more from this one tutorial than 10 others that I tried put together. Thank you!
Thanks for watching! Glad it helped!
There is great value here. Thanks dude for all the information, just subscribed, looking for more tutorials.
Very nice result!
Awesome tutorial! Hope you'll make more of Red Shift tutorials in the future.
Great work! Thank Maestro!
underrated tutorial!
keep up with tutorials ! this is great stuff!
Thanks dude! Love it.
So good !
very interesting, thanks for sharing your knowledge
Superb tutorial! Thank you. I learned a ton of great techniques.
Thanks for watching!
Great tut man!
awesome stuff man! :D
very sweet! nice job.
Thanks so much!
I was very skeptical, but your final renders look way better on those shapes with a final lighting setup, as compared with your demo cube. Nicely done.
yeah, object thickness and shape along with lighting really make a difference. Thanks for watching!
Nice !
You are the best!!
Thanks so much! Glad you liked it!
Nice! Thank!
I hope you will do more video about material like this :">
Thanks a lot!
Thank you!!!!!
Nice setup! I wonder where all these beautiful concepts come from? Classic art - what is the name of this style?
Thank U!!!
Thank you :)
thank you
thanks
Воу, спасибо!
looking forward for more tutorial from you. any plan to have some patreon only course?
cool tutorial, ive been trying to recreate that too for the past few days :) but in octane, and without displacement because my computer just cant handle it :D maybe ill post some results
NOISE + DISPLACEMENT + OCTANE = Misery !
How did you create those abstract shapes in your final render? Looks so nice
Thanks! The round guy on the left was made with extrusions on a cube, then put into a sub-div surface, then a cylinder booled out from the center. The flatter guy on the right was just an extruded spine.
THIS IS AWESOME. How do you send the nodes to the viewport like that? it will save me tons of time. Thanks
Thanks so much! In the Redshift shader graph window, under tools, there's a command "Connect Node to Viewport." I've set a custom shortcut for that command. Shift F12 in C4D pulls up the Customize Commands window. You can set your custom shortcut there. Yeah, it's a big timesaver! Hope that helps!
Would be great to see this updated for the new node editor. I'm new to RS and can't find some of the node names used here in the latest version 😣
Honestly, I still haven't moved to the new nodes. I still prefer the old ones.
For some reason, when I used the ramp node (my interface looks quite different - it's under generator) everything went really dark!!
Why would that be?
pleas come back
where are you! keep iT!
I stupidly had no idea you could use xpresso in the RS shader graph ! *doh*
May I ask why there are black edges on the edges of objects when using SSS, and the edges should be white. I look forward to your answer. Thank you
Sorry! Just saw this comment. I asked the same question in the Redshift forum a while ago, and the response I got was that this was a known limitation with the way Redshift calculates SSS. I've done a workaround where I used a material blender with a Curvature node as the Mask for the second material layer. The second material would utilize single scattering with refraction turned on which gives bright edges to objects (Amount in the SSS tab set to 0). So the main material utilizes the SSS in the SSS tab, and the brighter material is only applied to the edges utilizing the Curvature node. I hope that makes sense. It's not perfect, but it did get me better, non, dark edges, for some complicated SSS objects.
@@igobyzak Hope to release a video tutorial, thank you
Hey!, nice tut, thanks! i have a problem with my foam shader, all works fine until i put it to a Soft body sim, the noise starts to jump in and out, dunno what to do. all the Soft bodies have UV tag
Could be a couple things, but have you tried setting the noise in the Redshift shader to "UV/Vertex Attribute" ?
@@igobyzak thanks for the answer. yep. i've tried that but still jittery :(
@@igobyzak i-ve fixed it. for anyone having the same problem. u need to set the noise to "Vertex attribute" and in the attribute name u have to up " uv ". without the ""
hello! why I can't find Constant Node (Using r24)
If you're using the new nodes, you'd want a "Value" node to get a float.
Share the shader. :)
The constant node doesn't seem to be in the Latest version of redshift? Any suggestions on what to use in it's place?
I think if you're using the newer nodes "Value" is what you want to search for.
@@igobyzak Thank you!
Sharing that shader would be great, or someone that recreated it?
I saved this shader myself so I could re-use it when I needed it, but I gotta tell ya, I have to go in and adjust pretty much every setting each time to compensate for different mesh densities , scene/object scales, and lighting. This isn't really a setup that just works out of the box.
Nice tutorial, I followed every step in detail, but my render turns out all grainy and nothing like yours I have no idea why, Im not a frequent redshift user.
我也是,结果并不像海绵