In this article, I’m gonna create a Redshift Bump maps in Cinema 4d set up, and this time we’re gonna look at using cinema 4D texture to kind of generate Roughness to the materials using Bump Maps.
Cinema 4D Shader Node
So in order to use a cinema 4D shader inside of redshift, you actually need to use Cinema 4d Shader Node,
so we come here to Utilities– Down to C4D- grab the C4d Shader, just drag it into the graph. This is a little utility that can be used to take any cinema 40 shader and bake a texture from it.
So you could use anything in here for examples like a layer or something. I’m just gonna use one of my favorites which is Surfaces this is a little bit below here Title.
Up to the top, you can see we’ve got controls for the resolution and we’ve also got depth.
if I’m trying to drag the C4D shader to the redshift material you can see the line actually goes gray so we can’t directly connect it, the reason for this is this is just creating a texture. We actually need to convert this into a proper redshift texture to be able to use it with the rs material.
- So I got back up to the Nodes section- under the texture folder, we are gonna create texture node.
- Then we’re gonna pipe the output of the Cinema 4d shader into the RS texture, into its general image text 0.
- Now I’m gonna take the output of the rs texture to the rs material (Diffuse Color)
As you can see in the image that it is connected now it’s baked it out as a single image and converted it to a redshift texture. When we click on the tiles because this is a cinema 40 shader we actually cant view inside of this interface actually appears down here in the Attribute Manager.
- I’m just gonna change a few values to match the looks as my requirement.
- So I’m gonna change the color 1 to White. Same for color 2 and 3
- For the Pattern I’m gonna use the planks.
- Set our Grout Width about 90.
- Bevel width to 100.
In the C4d shader, we are going to increase our resolution because 128 pixels are pretty small for texture maps. I was gonna set this to 1024 resolution.
We are gonna leave Depth to 8 bits channel. If you’re gonna use this for displacement map you probably want to use maybe 16 bits per channel or perhaps even 32 bits but for just so simple texturing 8bits is fine.
Now, I want to colorize this again, at the moment is just black and white obviously.
So to colorize this I could use the Ramp Node, I can drag the ramp node from the nodes section of the shader graph.
Take the output of rs texture and attach it with the input of the ramp node. And take the output of the ramp to the diffuse color. Now again select the ramp node and change the source to be Alt. From the ramp, the node chose the according to your scene. So it is working exactly like a colorized which in cinema 4D.
Now, I’m gonna show you not is using one of my other favorite methods which are called the Color layer node. The nodes section comes down to the color node and chooses the Color layer.
This is a really nice layer setup approach that works like a layer shader in cinema 4d or actually even more like Photoshop layer basically. So the top of the Color layer we’ve got a base color.
We actually got multiple layers that we can enable and stack other textures or colors on top. We got the mask layer textures, and we also got blend mode that you probably be familiar with these for Photoshop things like multiply, darkened, screen for example.
So we take the output of the Rs texture node and connect it to the Rs color layer 1 Mask and the color layer output to the rs material (Diffuse).
So we adjust the base color as you want. Now you can see in the above render image they were actually getting color is blending over the top, based on a cinema 4d shader. I will change the blend mode is to Add for a bit more vivid.
Bump Maps Node
I’m gonna add in a very subtle start to bump map to our Shader. You can see at the moment its very smooth surface. So I’m actually gonna try to use a bit of Redshift noise to add a bit of a breakup to this surface.
So next thing I wanna do is go to the node section -Textures- select the RS Noise Shader.
Now actually I connect the Noise shader initially directly to the output to see the noise shader directly and adjust accordingly. You can see this is quite a sort of large-scale noise.
In the noise Shader parameter, Under the Coordinates section, I set the Overall scale to be about 100 because I want the super macro detail texture.
There are three types of noise 1. Fractal 2. Turbulence 3. Cell. You adjust it in the Noise shader under the noise parameter.
So we will now connect the Rs noise with the Bump map node. We will go to utilities- under the Bump, you’ll find a bump map node. I connect the output of our Rs noise to the text input of the bump node.
Keep in mind that you can connect external noise texture here is well I’m just using noise makes this example.
I’m gonna take the output of the rs Bump map drag onto the material come down to overall and connected to bump input.
If you look carefully this output looks Horrible we need more fine-tune for super macrotexture.
Bump Map Node (Input Map Type)
The bump map can use it with the normal Map, and really the difference is controlled by the still Input Map Type. At the moment is set to Highfield so that just means it used to bump up. If you want to use normal maps we’ve got a tangent space normal. We also got the object space normal.
Tangent space normal is the most common type you use with maps that you’ll find online or texture packs.
So to get this super fine output I bring down the Bump Map Height Scale to 0.1 for fine detail.
Then I bring up the R.S. noise and scale up at 300 for more grain to the texture. This is a kind of superfine micro detail and in fact, you won’t really say this enough final shot.
I thought I would just mention it because it’s a nice little trick especially when you’re dealing with a close-up shader just have a little bit of fine detail and that’s something that makes it feel a bit more realistic.
We also got this remap option underneath in the Bump map Node, you can actually remap the incoming texture. So the moment we’ve got the old man and Max range of 0 and 1 which is black and white.
If I just change between the New Range Min Max 0 and 0.5 you can half this again. This is like another control you can do for really soft fine detail adjustment. So this is kind of like remapping this is the overall height.
Like I say super fine detail you probably won’t see unless you’re an extreme close-up. This is one of the options you can do with these kinds of shaders.
I hope now you understand the concept of Redshift Bump Maps in Cinema 4d. Just play around with the option and implement it with your brilliant creative ideas!