Redshift Quick Tip: Create a Texture Transform Tool
Фильм және анимация
In this Redshift Quick Tip, Liam goes over how to create a texture transform tool similar to that in Octane. If you're tired of manually going from texture node to texture node, adjusting the scale, offset and rotation parameters, this video is for you! Liam covers how to make the tool first in Houdini and then also in Cinema4D (06:43).
-----
Where to find me:
Twitter: / _five31
Instagram: / _five31
Website: www.five-31.com
Gumroad: www.gumroad.com/vxxxi
Пікірлер: 15
This is ridicaly insane that Redshift have not an basic tool such as Transform node. wow what a world we live in. But great tut dude :)
I'm late to the party but if you use C4D Nodes with redshift you can make all the presets you want basically. And it has this cool way of grouping nodes that's much sleeker. Here's how to do it: 1. Turn on "use node materials for presets" in the preferences for redshift. It's much better than the shader graph trust me. Live previews for everything. 2. Drag in your function(s), materials, colors, whatever you want. 3. Select them and click group. 4. Click Assets menu, Add Asset... And then you can add in whatever you did as a single node. The only drawback is that if you want to edit these parameters and sub nodes again, you have to convert it from an asset to a group. You can add the "Convert Asset to Group" command to a pallet on your node editor or map it to a hot key. Don't forget to connect I/O on the asset/group before you export otherwise you'll have no way to connect it to things. Right click add input/output inside the group or just drag a wire to the edge. If you already have the ports connected before you group it, the I/O will already exist.
want redshift live back 💕
Thank You very much!
Thanks 💕
Thanks Liam! I guess you can kinda do a workaround with the X-Pool to save presets. Not powerful as subnets tho.
@ProfessionallyIncorrect
4 жыл бұрын
I tried this and it didn't really work. I couldn't access the x-pool presets in the Redshift graph editor which makes it really cumbersome.
It will be very helpful if you start Livestream like Rocketlasso doing about cinema4d. or on Patreon about redshift rendering
hmm I created this hda but it doesnt allow me to drop it down inside a rs material builder. It is only available outside of the material, in the regular materialnetwork context. Houdini v 19.5
Hey, I know the way and also want to make a tut about it. If you don't mind I'm going to mention you and this video in my tut
@ProfessionallyIncorrect
4 жыл бұрын
Go for it!
What if you want to use one single 8K texture map, but with (for example) five different uv scales (or offsets), this method doesn't work. Think of what a waste it is to have to drop down five different texture nodes. It's a bit inefficient, to say the least.
What about normal maps? They don't have the same inputs as texture nodes
@ProfessionallyIncorrect
4 жыл бұрын
Normal maps do use textures. If you're using the Normal node, that has been deprecated for a very long time. Normal maps (via texture node) should be piped into a bump node, and that node set to normals, and then plugged into the bump input. I have a video about it on my channel: kzread.info/dash/bejne/c5qJu5Kxkcyoo9Y.html
@RainsalotProductions
4 жыл бұрын
@@ProfessionallyIncorrect for some reason it can get glitchy when I use that method. It also does'nt look the same as the normal map node for some reason. and yes I do have the bought and up to date version haha.