Redshift render is very popular among all the Cinema 4d artists around the globe. This renderer worked with many Industry-standard applications like Maya, 3ds Max, Houdini, Katana and gives fantastic results.
Redshift material is very powerful and node-based that gives the flexibility to the artist to produce beautiful material with just a tweak.
So today we will discuss In-depth Cinema 4d Redshift material that gives you a full idea of every property in Redshift material or also known as (rs material).
Selecting Redshift Material
Above the material section you can find the redshift material.
After taking the redshift material, Double click on it and you see this node graph pop out. This rs material is very powerful that consist of all the material aspect for 3d object photorealistic looks.
So Today is all about rs material that we cover it all properties!
Cinema 4d Redshift Material (Basic Properties)
Redshift features some incredible inbuild Preset of materials like Copper, gold, plastic, iron, water, etc that make your workflow very easy.
You found this preset under the Basic properties of Rs material.
Diffuse is the base color of the material that redshift has.
You notice that in the Diffuse and Backlighting section redshift has the Weight Parameter.
So what is the Weight parameter in Diffuse?
Wight is how much the contribution that makes to the overall effects that redshift offers. For example,
As you can see here when the weight is reduced to “0” the diffuse contribution makes the orange color reduce to black.
It’s like redshift taking out the color from the object.
Diffuse Roughness gives a little darker effect to the object nothing more than that, just play around to see the effect.
Backlighting in Redshift is not physically correct, it’s kind of fake Subsurface scattering, but you apply it on plane leaf paper perhaps from behind.
But it’s quite useful and you can be cheated on lots of things sometimes!
If you look carefully you see that the diffuse color is orange and the backlight color is purple,
and I increase the weight of the weight to “1”.
I get the Translucency effect with mixture of diffuse and backlight.
Redshift reflection provides lots of different options to play and get some awesome realistic reflective output to your scene. Jut adust the right properties.
Color is the basic reflection color the shine on the object.
Weight is the contribution of reflection on the object to show how much the reflection falls.
As you can see when weight turns to zero it looks like the matte object.
You can use this material like paper or any matt surface.
Roughness is a very important aspect of rs material, that makes shiny objects into rough to the material. It makes the reflection color fades and spread them
You will notice that redshift samples present in each property to better optimize your render quality.
Samples actually reduce the grains from the image, the higher the number more detail render output you get. so adjust it after getting proper knowledge.
BRDF (Bidirectional Reflectance Distribution Function):-
In simple words, BRDF is a kind of reflection that how much the reflection affects the object. By this means, the reflection changes its position, and we see how the object shines in a different perspective.
In Redshift there are three types of BRDF:-
Here the difference between Beckmann and GGX, definitely check it out!
For your quick understanding,
Normally In glossy shader light hit on the object and spread in all direction. But in anisotropy shader light fall on the object and stretched all along with the noise.
Anisotropy generally works with the grain and feels like stretched material.
Example of Surface are:-
- Brushed metal
- The base of fry pans
Three types :-
- Color + Edge tint
- IOR Advanced
IOR (Index Of Reflection)
IOR is how much the light bounces when hitting the material. The more light bounce gives you the chrome effect to the material.
You see in the above example :
I crank up the IOR to 3
Play with the reflection roughness to get the shiny and shade effect
Make sure to get this chrome effect you have to decrease the Diffuse value of weight to “0” so that the color present in the material takes out.
Color + Edge Tint
This properties is the part of the IOR that gives you the control of mixture between the reflection.
I mixed between blue and red to achieve the reflection edge tint effect.
Also, I increase the reflection roughness a little bit to get a smooth rough effect.
As the name suggest Metalness gives the metal effect to the material.
I pumped up the metalness value to get this effect,
Also notice that I give the blue Diffuse color.
In this parameter you have to give to proper IOR value to the material to acheive the metal effects
You can get the value from different website like https://pixelandpoly.com/ior.html
Refraction gives you the grass effect to the material
Increase the Refraction weight to get the effect
Make sure the refraction roughness is control by reflection roughness or you have to untick the Link to reflection to access the refraction roughness.
Dispersion effect gives you the Diamond, prism effect where light reflect and break in 7 colors.
Thin walled gives you the very thin surface, basically used in transparent object or architecture glass.
Subsurface Scattering is also known as subsurface. When light hits on the Translucent surface it scattered to different angles.
They both kind of same things, it a different kind of way to approaching it!
This properties is like the base color that work little differently:-
when you set the color it takes the complementary color, as you can in the above orange color material, I have to set the opposite color of orange i,e Blue
when you pick the extinction color, it to complimentary color so that you see what’s going on.
If you look carefully I choose the blue color to get this orange effect as required.
The more you increase the Extinction scale, more denser you get!.Extinction actually absorbing the light
When you bring up the scatter scale and little bit extinction scale, we get some nice subsurface scattering
When you change the color of scatter coeff, you will get a nice mixture of subsurface scattering.
- Phase is the direction that the light is being scattered. If you increase the phase value, actually pushes the light away from the camera,
- And if you bring it down it brings towards us.
- It’s not that effect on overall scattering.
Actually I like the Extinction methed of doing the sub surface
So in this mode, the absorption color and the scattering color are really linked together. You kind of adjust these values as you want to be based on your own creative preference.
And also the scatter scale is more of an additive effect so I should bring it up its more like an attitude control.
The thing to bear in mind with this though is if you do go to follow these colors will these values, you can actually break the physical-based nature of the material, it does not look like realistic effect
So In this mode the values are linked together
Transmittance color is straight forward normally gives whatever color you want, not like complimentary color in the extinction mode.
As you can see I crank up Absorption scale a little bit to get the light inside as it as the blue color shine.
When I increase the Scatter Scale it became denser inside and you get subsurface scattering and also get the attenuation of light as it goes through, so It’s kind of much darker effects.
In Transmittance mode, its kind of mixing between the two value to get the effect, but in Extinction mode is far more separate and far more independent with each other
Its up to you which mode you use, but it nice to have two version in subsurface
I hope now you understand the CInema 4d Redshift material basic Properties. So if you like this article, definitely comment down below!