Add FLAKES to Your Renders (No Milk Required) | New C4D Redshift Shader

som.bz/3Zt0UqD - Get up to date with all the newest features in Cinema 4D and Redshift, including the crazy powerful Redshift Flake Shader. Built for car materials, this 3D shader is anything by flaky! It's possibly one of the best new tools you're going to fall in love with.
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If you enjoyed this video from Aharon, make sure to check out his youtube channel for more awesome tutorials at / aharonrabinowitz

Пікірлер: 11

  • @donross7820
    @donross7820 Жыл бұрын

    Very thorough and helpful! Thank you

  • @Styleforces
    @Styleforces Жыл бұрын

    You can see a nice usage of Depth in the new Unreal 5.2 State of the engine movie. Anyway, it's like a current parallax oclusion mapping with the custom osl node.

  • @AB-wf8ek

    @AB-wf8ek

    Жыл бұрын

    I was thinking the same thing! 🤓

  • @tomrichardsonstudio
    @tomrichardsonstudio Жыл бұрын

    I imagine you could use the depth setting to make a pretty cool opal material!

  • @HeavyHouse
    @HeavyHouse Жыл бұрын

    The show attributes panel is the biggest thing released for sure! Didn't even see it in any of the feature coverage so thanks for mentioning it

  • @Aleksey2846

    @Aleksey2846

    9 ай бұрын

    Are you kidding ? This panel was there all the time since r19

  • @bernardomarinho706
    @bernardomarinho7066 ай бұрын

    for the depth Utility wise...If they blur, you can make a shader for static particles in the air, using depth of field, animate it rotating slowly, BAM, particles in the air in a shader./Material, should render faster then real geometry?! Shader wise you can use it in mireral inclusions, like opals or glass defects or ruby, emerals, etc inclusions. With subsurface you can add an extra layer of detail, like particles on slime or skin imperfections. you can animate false particles moving inside a material, like debris or something, like soup with pepper on top, or pores on skin, etc. You can add a coat of dust on any shader, by layering some of those. etc. but the objective is to simulate how flakes are done, in helmets and cars the flakes are multi coats of resin and flakes so they are not in the same layer, the objective is to simulate that. I believe

  • @SLAMINGKICKS
    @SLAMINGKICKS Жыл бұрын

    You're not flaking about, this just got released. 😂

  • @mouaadjaaidi5011
    @mouaadjaaidi5011 Жыл бұрын

    ARNOLD.

  • @bhavana01123
    @bhavana01123 Жыл бұрын

    Aharon, another terrifically useful lesson-cheers. 1 quik Q: do you know of a way to shift/art direct the color of the flakes, like for that last part of this lesson, with the dots, creating the impression of depth...I'd like to assign a specific ramp - possible??? Thx. - UPDATE: I dropped a ramp node in and connected to RS Mat. base color input...and bypassed the Flakes Node out normal-color connect - it does change the color of the dots, [score] but, I think it sacrifices the object/world projection features of the Normal Out of this Node.

  • @AharonRabinowitz

    @AharonRabinowitz

    Жыл бұрын

    Yup that’s how you do it! Same as with the terrazzo example.