Jump to content


Open Club  ·  167 members  ·  Free

Redshift for C4D
Sign in to follow this  
nerv

Post your Redshift WIP / Final Images!

Recommended Posts

Nice!

Share this post


Link to post

Trying to hold on to summer! 

 

large.somenerv-savedforlater-giphy.gif.8e12c86f03b5d90a8977318f9e9d62d5.gif

 

 

 

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. 

 

Share this post


Link to post
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.

 

Share this post


Link to post
On 8/23/2017 at 5:10 PM, nerv said:

 

 

 

large.somenerv-signum-giphy.gif.26d064af5187c000081f21be6d06e68e.gif

@nerv, can you share the secrets of how you created the sparking cube?  The effect is striking. cheers, David

Share this post


Link to post

I must agree with @djfilms , effect is so nice... 


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

Share this post


Link to post

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.  

 

Share this post


Link to post
2 hours ago, nerv said:

Thanks, guys.  

 

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

2 hours ago, nerv said:

 

@nerv, Terrific! Many thanks for enlightening us!!, cheers. David

Share this post


Link to post

Having a bit of fun with R19's voronoi fracture.  

 

large.59ab0f0721681_r19vorotest1(0-00-00-00).jpg.678eb8c69a3fc3506c8a3e3c03de1650.jpg

Share this post


Link to post

oooooh! wonderful!

 

 

Share this post


Link to post

Big bad tough motherf***ers (overcompensating for something)

 

somenerv-bigboistinydicks.thumb.gif.b3b527f47145e87021729f8a393d17cd.gif

Share this post


Link to post
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...