Mike A
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Mike A's post in Vertex color shows up correctly in viewport but shows up white in Redshift was marked as the answer
Use the 'Rs Vertex Attribute' node instead - and set the Attribute name to Cd.
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Mike A's post in Vertex color shows up correctly in viewport but shows up white in Redshift was marked as the answer
Use the 'Rs Vertex Attribute' node instead - and set the Attribute name to Cd.
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Mike A's post in Redshift visible area lights was marked as the answer
You need to reduce the 'Max subsample intensity' - so it is 1, or closer to 1.
Render settings > Sampling > Unfied Samling > Filter.
This reigns in the values of the overbright - 'whiter than white' - pixels that are causing this antialiasing issue.
See the 'Filter' section on this page:
https://help.maxon.net/c4d/en-us/Default.htm#_REDSHIFT_/html/Sampling+-+Advanced.html#SamplingAdvanced-Filter
If you sample (eyedropper) the pixels of those lights using the 'pixel' tab in the render view settings (the gear wheel icon), you'll find they are around '10' - eg: 10x brighter than 'white'. That very bright value against a black surround is causing these antialiasing issues. The problem is exaggerated by the shallow angle the edges of some of the lights make compared to the horizontal - which always emphasizes antialiasing issues. All told - three things together that each add to the problem.
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Mike A's post in redshift janky displacement was marked as the answer
I've just had a very quick look at this - a few things I'd suggest:
1. Remove the bump map node from your label emboss material. Your RS object tag has automatic bump mapping enabled. This is calculated directly and automatically from your displacement channel. Currently you have double bump mapping. I think that is the major issue.
2. Set the 'label emboss' texture colour space to RAW in your Rs texture node.
3. I'd suggest knocking the RS object > Geo > Tesselation 'Minimum edge length' down to 2.
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And in general terms... your sampling isn't well set. You might want to view this old, but still useful, video for the basic principles - and there's an attached 'graphic' too : ) The current interface is different - but the basic principles are true.
TLDR:
Increase your local samples significantly (eg: 1024 would be a good starting point for your lights).
In RS render settings > sampling try:
Threshold: 0.003
Samples min: 16
Samples max: 256
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Mike A's post in Very heavy texture size statistics in Redshift. What do they mean? was marked as the answer
Hi,
This means you are going 'out of core' - significantly. In other words your graphic card doesn't have enough memory to hold the texture data needed to render your scene.
Your 1050Ti card has just 4GB of memory I believe. Windows will use some of that memory, some will be used to drive your monitors etc. As you can see above RS reports just 2.13GB available. That's not really adequate TBH.
This means RS has to transfer a lot of data back and forth between the CPU and you GPU - rather than caching it on the GPU. That larger number on the left shows the total amount of data doing that transfer during the render - that's why it grows over time.
The good news is that RS is pretty efficient at working with 'out of core' textures. While it will dent your rendering performance it's not a big hit and you will get away with it for basic work.
Ideally you need a card with 8GB or more memory.
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Mike A's post in Cymbal shader Redshift was marked as the answer
Hey Dave,
Redshift is my 'daily driver' so I can help here : ) Sample file attached.
As Cerbera suggests getting a good render of this effect depends on multiple factors - but basically:
Radial anisotrophy on the material for the stretched radial highlights.
Subtle bump mapping for the radial and other tone bumps etc.
Lighting and reflections that show it off - a HDRI dome light would be your easiest option.
Setting up the radial anisotrophy in Rs is not so obvious - see the attached file for a simple example.
1. Create a C4D shader node containing a C4D shader set to gradient - radial. This is the key element.
2. Pipe that C4D shader into a Rs texture node - and then into the material 'Refl Aniso Rotation' input.
3. In the material node adjust the Reflection > Anisotrophy to something other than 0.
A couple of points to note:
You can add and adjust knots to the radial grad to change the effect. You might even want to add some subtle turbulence or noise overlays etc using a layer shader.
In the Rs texture node > Advanced tab set the Filter enable to 'None'. This avoids any artifact from the hard edge of the radial grad.
As you can see I've also added a simple radial bump map to the material. Consider the texture map a bouns gift : )
You'll also need a suitable HDRI to light the scene. I've used a low res one from 'PolyHaven.com' called 'Aristea Wreck'.
I hope this helps.
MDA_Rs_Cymbal_220425.zip
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Mike A's post in Correct workflow for creating editable photoshop mock up? was marked as the answer
Try this:
1. Render your bottle cap with a square plane in place of the label. The plane should just encompass the circular label, and be positioned on the cap surface. This image will be used for reference only.
2. Create a square Photoshop document and create your circular label with no perspective. Save as 'label'.
3. Open your (unlabelled) bottle cap image in Photoshop. Add the reference image created in step 1 above it by using File menu > Place embedded. Add the 'label' document as another layer on top of those.
4. With that label layer selected, select: File menu > Free transform. Now right click on the layer in the editor window and choose 'Distort' from the menu. That will enable you to move each corner of the box freely. Move each corner of the box to match your reference plane in the image. Your label should now be in the correct perspective.
5. Switch off the visibility of the reference layer.
To update / edit the label simply double click on the label layer smart object, edit it and save. The perspective distorted version will be updated.
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Mike A's post in Correct workflow for creating editable photoshop mock up? was marked as the answer
Try this:
1. Render your bottle cap with a square plane in place of the label. The plane should just encompass the circular label, and be positioned on the cap surface. This image will be used for reference only.
2. Create a square Photoshop document and create your circular label with no perspective. Save as 'label'.
3. Open your (unlabelled) bottle cap image in Photoshop. Add the reference image created in step 1 above it by using File menu > Place embedded. Add the 'label' document as another layer on top of those.
4. With that label layer selected, select: File menu > Free transform. Now right click on the layer in the editor window and choose 'Distort' from the menu. That will enable you to move each corner of the box freely. Move each corner of the box to match your reference plane in the image. Your label should now be in the correct perspective.
5. Switch off the visibility of the reference layer.
To update / edit the label simply double click on the label layer smart object, edit it and save. The perspective distorted version will be updated.
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Mike A's post in Rendering out shape using alphas in Redshift was marked as the answer
A couple of things are screwing you up here:
1. your alpha texture is 'alpha1.jpg' - but your file path is 'alpha1.png' : )
2. You need 'Reflect / Refract IDs' enabled for this sort of reflection / refraction type effect to show in a puzzle matte.
Using reflect/refract IDs means that the floor reflection will also be in the puzzle matte. It that's a problem you could take an alternative route:
1. Add an Rs 'Store color to AOV' node between the material and output nodes. Connect material output to Beauty input.
2. In that node set the AOV input 0 colour to white. Set AOV Name 0 to 'Add new custom AOV' and give it a name of your choice eg: 'ripped box'.
3. You'll now have a 'ripped box' AOV in the render settings AOV manager. In the settings for that AOV set 'secondary ray visibility' to Refraction/Transparency.
This will give you a new 'clean' AOV of your ripped box : )