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Post your Redshift WIP / Final Images!


nerv

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Feeling retro...     

I'd like to say third time's the charm, but these are way too much fun to work on, so I can't make any promises...     

my first redshift project :) tried to squeeze in as much as possible to learn a lot at once, blurry transparency, volumetrics, fog, displacement, SSS... the only thing i had to fake in post were the u

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Thanks @djfilms

 

I've been playing with Blackmagic Fusion for post work and having lots of fun with it.  Did I mention it's FREE?!

 

Going down that retro rabbit hole during the day... 

tumblr_ov99f9fV2f1qexizdo1_1280.jpg

 

... and then getting really weird after dark. 

tumblr_ovbzdjmskg1qexizdo1_1280.jpg

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Trying to hold on to summer! 

 

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On 8/27/2017 at 9:49 AM, djfilms said:

more brilliance!

 

First test of animating in RS: a Vray file converted to RS. Can't get rid of the noise in the foreground floor under the pillars.... tried upping the sample count in lights, GI, etc, to no avail.

loft_RS_test_1.mp4

 

It's still looking pretty nice despite the noise.  

 

is this the scene you shared in the Challenge thread?  I haven't had a chance to look at it. 

 

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1 hour ago, nerv said:

is this the scene you shared in the Challenge thread?  I haven't had a chance to look at it. 

 

@nerv, no I posted a mocked-up version, as the original was a proprietary model.

 

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Thanks, guys.  

 

Here's a screenshot of the scene and shader graph.  

 

59a9803070858_Screenshot(43).thumb.png.5310700143ea26ce67608dea075f3783.png

 

The scene is simple enough. Just a cube on a plane.  All the work is happening within the RS material.  

 

The RS material can be seen as consisting of two parts: One for surface, one for displacement.  

 

The surface uses a material blender to mix between two other nested materials: rock and glow.   The glow itself scans through the surface based on a keyframed ramp driving the mix of the orange-pink-purple gradient into the material's emission color.  

 

The displacement consists of two layers: one created by an RS noise to emulate a rocky surface, the other layer is no displacement.  

 

Finally, the C4D noise shader goes through a triplanar node (for mapping adjustments) and then mixes between the rock and glow nested materials, as well as between both displacement layers.  

 

This all creates the illusion that the "holes" in the rock are emitting this scanning color gradient.

 

Finally I took it into After Effects for a little post (some color grading, enhanced glow, etc). 

 

Hope that makes sense.  If I find the time, I may record a tutorial later.  

 

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