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CrashNebula

Fade out texture in Redshift

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Olah amigos,

 

 

I'm not sure if this topic is in the right spot so my apologies for that. I looked online but didn't really found a solution or answer which I understood.

I'm having this scene where I placed waterdrops on a window.

I use R21 and Redshift so that means it's a Redshift material.

I'm using a diffuse node and reflection rougness map in this both coming from Poliigon.

 

I have 2 questions about this since I'm pretty new to Redshift and node based materials overall.

 

1. How can I create a falloff from the waterdrops. So they fade out toward the edge of the glass.

That way it will look more real I think. The odds the glass would be wet completely it zero from taking a shower.

2.  How can I make the space in between the drops a bit more rough. So it looks like it's condensated (not clear to see through).

Because I tried inverting the gloss map and link it to the reflection roughness but that didn't seem to do the trick.

 

Many many thanks for your pro translation to noob friendly.

I much appreciate your time and effort.

 

Isometric_bathroom_Redshift_composition_resized.jpg

 

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Maybe our Redshift guru @Winbush can help you!? 🙂 


| MAXON Quality Assurance Specialist | 3D Asset Creator | C4D Cafe Manager |

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  • Thank you Igor.

    I have a 3rd question actually.

    I've discovered a problem in the same render which I can't get rid of with the compositing tag.

    Try to have a look in the towel rack and the mirror reflection of the towel rack.

    Yes that's some ugly noise in there. Which apparently is the reflection from my floor.

    When I hide my floor in the render the reflection is perfectly smooth.

     

     

    Now I tried two things. Hide the 'seen by reflection' with a compositing tag. But then my floors own reflective properties die out. Which I don't want.

    And I tried excluding the towel rack overal in the compositing tag which was placed on the floor.

    But that doesn't seem to do anything.

    Any help please on that. I've seen online tutorials on the compositing tag, but still can't figure it out by myself.

    Anything fundamental what I am missing here?

     

    Tnx.

    Pieter

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    Have you tried to use a ramp node for the falloff?

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  • Not yet sir, I haven't. Should I tie the ramp node to the opacity color then in 'overall'?

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  • Think I found it! I connected a C4D shader (gradient - circular 2D) to a texture node and connected that to the overall opacity color.

    Now the only problem remaining is I can see 4 tiles (with falloff) because my texture is cubic at 25%. Otherwhise the drops became to big.

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    Sorry I didn't get an email when you responded but yes it looks like you got it. If your using the old expresso method then you need to pipe it through an texture node as you mentioned but since your using R21 you can use the new node system now and you can pipe your nodes directly no need for the texture node. I need to do an updated tutorial on what your asking but this should help you get started with the new node system 

     

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  • Hey @Winbush

    No worries and thanks for your assistance so far!

    I installed latest version of Redshift and used the node editor like in the movie you made.

    Now I fixed issues and I created issues lol. Hopefully you can explain me a weird (for me at least) thing that happens.

     

    I attached my node editor and 2 images.

    On 1 image the windows is full of raindrops (not what I want) but it does give a correct refraction and a correct light pass through.

    On the 2nd image the window is textured like I want it but it does something freaky with the refraction. Displacing my window and shower tap a lot and doesn't let the area light pass through well from the window.

     

    So for some reason when I run an alpha node to my material. It messes up the refraction and light pass through. Any idea how that comes?

     

    Currently I have a regular glass material which is assigned to the complete object. And then the waterdrop material which is assigned to only the back face of the object. Maybe that is causing the issue somehow?

    If you need my scene to verify I can send it but the textures are purchased on Poliigon and I doubt it's allowed posting them here on the forum.

     

    Best regards and thanks a LOT for helping me figure this out. I could leave it at this as it's just a test scene but I really want to get it correct and learn from the situation.

    Isometric_bathroom_Redshift_composition.jpg

    Node_editor.png

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  • And the refraction mess up when I link the alpha map like in the node editor above.

    Isometric_bathroom_Redshift_composition_refraction.jpg

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    I don't have Redshift but to me it looks like you're completely blending the material into nothing which would explain the change in refraction.

     

    EDIT: Unless of course you've layered the glass below the droplet layer in a different way that I can't see in the image. In that case, nevermind.

     

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