Redshift Shader Graph is a very powerful tool to built professional materials and gives the artist a more flexible way to create their extraordinary creative artwork.
So day we are going to discuss the in-depth overview of redshift and also give you little tips and tricks that make your workflow much faster!
So let’s roll!
Now, I’m gonna add in a texture to kind of control over all the roughness of our material here. At the moment is looking a little bit perfect we want to add it as a text just to kind of offset this so it looks a little bit more visually interesting.
So to load in a texture we actually gonna first take a look at the Redshift Shader Graph. We come down here to shader double-click on the redshift material and pop up this new window. This is actually a Redshift node editor for building up your shading networks. It’s based on xpresso from Cinema 4d.
Over on the left-hand side, we have all the nodes that we can use to build up the shaders. In the middle, we have got our main graph where we can sort of add nodes and connect them. Over on the right-hand side, we’ve got the little window what we call the settings of selected nodes.
Navigate Shader Graph
If you are new to Xpresso, you might not use the xpresso manager much, as you make more complicated shader is gonna get larger so you do need to know you kind how to navigate around.
If you hold the alt and middle mouse button down and you drag, actually pans around in our Shader Graph.
If you hold down the alt and Right mouse button and you click and drag to zoom in and out or you can simply scroll with the middle mouse mutton. If you zoom out so far it can actually be quite hard to see these nodes so I don’t normally trying zoom out too far.
If you need to reset you can just click on the background and right click and choose zoom 100 percent.
You also got the same controls up here so you could drag to zoom and pans with the button.
Redshift Shader Graph (Split Off)
We actually split the material setting off and actually get added to the attributes manager.
I actually quite like this because it does save a bit of screen space. If you do want to split this off have a separate setup so it’s just these two windows and redshift parameter in the attributes manager.
You can change this just by going up to a Redshift> preferences> Use Global Editor for Shader Node Attributes, so if you click this on and then restart cinema 4, you notice that shader graph parameter split off and put down here on the attribute manager.
As you can see there is no parameter added to the Redshift shader graph. It split off its parameter position to the attribute manager. So you can apply it if this setting useful for you.
Also see: Best Guide on Cinema 4d Deformers
Different method to Load Redshift Texture
Now there is a couple of ways to load a texture into a Redshift shader graph.
The first way is to go over to the left, under this Texture Folder you’ll see we’ve got a Texture node. So you drag this in. Make sure it is selected. And over on the right-hand side on the File name, you can see we got path here, a little button we can choose to open up the browser.
And we gonna choose the roughness map file and double click that and that’s loaded in.
Another way we can do this, if you can just go straight to our file browser and found the texture we are looking at, drag the file straight into the shader graph. The nice thing about this is actually named the nodes as well so that’s a bit better than the previous version in my opinion.
And one of the ways we can do this is, we got to tools, you got an option called Create Texture Node and I’ve also got this set up as a shortcut (shift+T) so I can either click on this or press (shift+T).
So with this option, loads up a window you can we can select our texture, and that loads in and also names on it. So with a shortcut, this is actually my preferred method.
The first time you load in a texture, you might see a little bit of pause or delays and it says redshift is processing the texture. And the reason for this is redshift actually its an optimized version of the text behind the scenes, creates a couple of different resolutions.
It only has to do this once but it does make it far more efficient for rendering so if you do see a small pause that’s what’s happening but don’t worry too much it only happens once and then you don’t have to worry about it again.
Texture Node Parameter Overview
- When the texture node selected over on the right you can see our Filename with the path. We’ve also have option to load in an Animated sequence.
- Underneath that we’ve got control to adjust the gamma if we need to. We’ve got UV channel here so we can actually use different UV maps per texture node which could be quite useful.
- Below that we’ve also got some controls to adjust our over all transformation and placement of our texture.
- We’ve also got tabfor Color Adjusments and also advanced tab.
With Xpresso each node kind of performs its own function. If you click the right side (red) you can see all the outputs. If you click the left side (blue) you can see all the inputs. So you can add inputs and add outputs and connects between the two, to kind of link things together for building up shading network.
How to connect nodes in Redshift?
If we want to control a Diffuse color without texture, you can just take the output color of the texture drag onto the blue area (Rs material input) of our Redshift material, then come down to base properties- diffuse color. You can see the color is now locked out and in the render view, you can see our texture is now basically replacing the diffuse color in there.
Now we also got the weight slider, where you can control the weight to this effect so 1 is 100 percent and O it’s nothing.
So we are not gonna use that one so we disconnect that one, grab the little connection end here just pull off and let go.
Put Roughness Map to Redshift material Roughness
We’re actually gonna do is use the values of this Roughness texture map to control the reflection roughness in our shader. So I take the output of this texture node and put it on to the input of all rs material on the blade pad.
Drop down to base properties reflection- drop down to reflection roughness.
You might see that there nothing effects on it only appear the gloss material appears. If we select the reflection roughness material, it’s locked out because it’s been connected.
Now I do want to adjust these values a bit more because it does not appear properly but it’s actually quite hard to see what the text is doing because it is such a subtle effect.
So a good trick we can do here is just to take your texture node to grab the output and just put it directly onto the output node here on to the little circle. So what’s happening here now is we’ve taken a texture and we wiring it directly to the output of the shader.
This is kind of interesting because until now we’ve seen it this was the actual material. This is is more like a container which we can put other materials inside.
So we could have multiple redshift materials in the shader graph. We could blend them and whatever the output in the output node in the shader graph it’s gonna be the result of a shading network.
So in this case, because we just connected the texture to the output we just getting the pure color from the texture. This is quite good for visualizing how you’re affecting your colors I use this quite a lot.
A little trick to connect node to output
There’s also a little trick where you can go up on the Redshift Shader Graph and just go-to Tools – Connect Node to Output, actually I create my own shortcut (Shift+v).
So if you want to create your own keyboard shortcut in cinema 4d then watch this youtube video!
So if I click on this Connect Node to Output or press (Shift+v) you can see the wire automatically set to the output node and it view in the render view. If I select all texture node or press shift+v, it’s gonaa connect that, so it’s quite good little shortcut to setup so you can quickly swap between nodes or your currently selected to you output.
Manipulate the Texture maps
So at the moment, any values that texture mapped the black will correspond to a roughness of 0 in our shader you can get a very crisp reflection. Any value of white will be the opposite so in that case you can I get a very blurred reflection in fact white is the most blurred you can get.
So we’re gonna remap these colors to kind of drive roughness in the way I want this to work. So I introduce you probably the most useful Redshift node we’ve got. On the texture come down here and select Ramp, or search the ramp node in Redshift parameter.
I take the output of our texture node drag on to the input of this ramp as you shown in the above image.and drag the output od the ramp and connect with the surface shader.
we also change the source mode to Alt.
This actually works a lot like a colorized in cinema 4d or almost like the levels adjustments in Photoshop.
So with the ramp parameter can actually drag this knots around to kind of remap all colors if I drag the black point we’re getting a very much crushed looks to the materials. We can also take a white to adjust the visibility the roughness of the materials. We could bring down its value. It’s actually a really nice way to kind of remap your textures colors.
Placement of the Texture
The other thing I actually want to do is maybe adjust the placement of this texture. So I select all smudges texture we actually got the scale, offset and rotate control adjust them accordingly as your requirement. So I pressed to take. In case you have not actually shrunk dine all texture. My scale is 2.5.5. She’s not twice the size. Full circle controls had to rotate. And also controls to offset. Scalise licenses there are. So that’s actually what I want for this sort of placement about texture I got charge of material. Yeah my shift 3 to connect that to the output is also the same as tools. Connect night I put. And I think that’s about it.
As you can see the smudges lokes prominent and as we tweak the ramp nodes and adjusting the scale rotation and offset parameter.
I hope you like this article it will be helpful for you to get the basic understanding of the Redshift shader graph and its little tricks to makes your workflow more felxible.