#AskTheTrainer | Procedural Shading in Redshift with Marc Potocnik

#ATT | Procedural Shading in Redshift with Marc Potocnik In this special #AskTheTrainer session on Thursday 24th August 2023 at 9am Pacific, Cinema 4D Master Trainer Marc Potocnik from studio renderbaron will show you how to master procedural shading in Redshift. You’ll learn about all the different ingredients and how to layer them up to create realistic materials. Marc’s YouTube channel: @renderbaron 00:00:00 Waiting Loop 00:01:18 Welcome 00:02:07 Housekeeping 00:03:40 Marc Potocnik 00:05:28 Procedural Texturing 00:07:30 __ Landscapes, Observation 00:09:04 __ Recreate Pattern 00:09:24 Today’s examples 00:09:26 __ Apple Surface 00:09:56 __ Road surfaces 00:10:21 __ Reference images 00:10:54 Apple Session 00:11:18 __ What do we see [1] 00:12:22 __ Render preview 00:13:01 __ RS Standard, Nodes 00:13:46 __ Node tree walkthrough 00:14:22 __ Color Layer, Step by Step 00:15:24 __ Layer 1, basic structure, mask 00:20:25 Q What Noise to pick 00:22:17 Q __ The Hidden Structure of Noises 00:25:47 __ Layer 2, Turbulence, Detaiil 00:26:43 __ Layer 3, Main Streaks Object Space 00:26:58 __ Layer 4, Tiny little dots, re-used 00:28:00 __ Layer 5, Greenish Streaks, UV Space 00:29:07 __ L5, Dealing with Seams, Ramp 00:32:48 __ Layer 6, Color Ramp, masked 00:35:45 __ Layer 7, Imperfections, Damages 00:38:09 Tip: Render Baron, Youtube 00:38:32 __ Layer 7 mask, [cont] Noise Offset 00:41:05 __ Bump Mapping preview 00:41:47 __ The proof is in the close-up 00:43:32 __ Top quality and animate able (aged) 00:44:14 __ About Sub-Surface-Scattering (SSS) 00:47:09 __ Summary, Splitting it up 00:48:43 Aslphalt Shader, Pre-Session 00:49:24 __ What do we see [2] 00:52:48 __ Curvature, Ambient Occlusion Node, intro, model 00:55:43 __ Curvature Node, AO, Example 00:56:51 __ Color Layer Node, Base 00:57:08 __ Layer 1, Ambient Occlusion Invert, Ramp 00:59:35 __ Layer 2, Curvature Node 01:00:47 __ AO Progressive vs. Bucket Render 01:02:00 __ Exploring the masking 01:03:35 __ Color layer to RS Standard 01:04:48 __ Bump mapping 01:06:41 Asphalt Shader, Main Session 01:06:43 __ Preview 01:08:32 __ Simple but complex Asphalt version 01:09:01 __ Many simple parts create a complex shader 01:09:30 __ Master Top Layer, Simple Asphalt 01:10:18 __ Color Layer 1, Voronoi 3 Noise, Exponent 01:11:30 __ Exponent, deflate, inflate, new structures 01:12:21 __ Gravel and distortion, adjustable 01:14:14 __ Layering the Gravel structure, Layer 1-5 01:15:36 __ Grouping vs. many Nodes 01:16:19 __ Patch group, quick intro 01:17:18 __ Cracks, Cycles, Deformation, Voronoi 3 01:18:34 __ Masking cracks, islands, Bump 01:19:11 __ Reminder -- clusters and sub-groups 01:19:27 __ The Source for Patches, Asphalt repairs 01:21:31 __ Tar Glue Seams, Re-map along a gradient 01:25:06 __ Tire-tracks 01:26 13 __ Summary and the bigger picture - Node Tree 01:28:26 __ Curb-stone and Curvature Node 01:28:37 __ Tile shader, sidewalk 01:29:46 The advantage of procedural discussion 01:34:41 Housekeeping 01:37:13 Thank you and bye!
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