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Mike A

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  1. 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.
     
  2. 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.
     
  3. 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.
  4. 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.
     
    --------------------
    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
     
     
     
     
     
  5. 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.
  6. 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
  7. 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.
     
  8. 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.
     
  9. 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 : )
     
     
  10. Mike A's post in Alpha Glass was marked as the answer   
    You need to enable alpha channel  - and in the Redshift Render settings enable 'Refraction Affects Alpha Channel' under: Render Settings > Redshft > System (tab) > Legacy.
     
     
  11. Mike A's post in Mask/Clip Cloner to Camera? was marked as the answer   
    Interestingly I built myself an almost identical rig to Cerbera's above quite some time ago - just a little more sophisticated so it has some adjustable  'overscan' relative to the camera frustum. In my case I wanted to use it for Redshift particles which can be based on a matrix cloner. It works well for that.
     
    That leads me to wonder - and I've not checked this out:  If you used the restricted frustrum area for a Matrix scatter, then used the matrix as a source for the clones - would that help?
  12. Mike A's post in C4D Redshift burn problem from light exposure was marked as the answer   
    You have a full set of postfx tools in the Rs Renderview accessible via the gear wheel icon. You can use those if you want to apply and save those corrections directly to a render. See: https://www.youtube.com/watch?v=V1GaaHcKvpU
     
    Personally I'd suggest you export in OpenEXR format - which is a 32bit. This will give you a wide range of adjustment latitude in post in which you could easily adjust those highlight values.
  13. Mike A's post in Simple perspective distortion was marked as the answer   
    I think you're looking for 'Film Offset Y' in the Camera > Objects attributes. Set your Camera with zero degrees pitch and use the offset to shift the view vertically in the frame. Similar to a shift / tilt lens on a real camera.
  14. Mike A's post in Redshift render view shows image reversed was marked as the answer   
    I haven't got Redshift on the machine I'm using - so can't check...
    but try the renderview 'File' or 'View' menus. I think there is an image flip option in there. Maybe you've activated that by accident.
  15. Mike A's post in Suggestions for rendering a 12-hour long slow-motion animation was marked as the answer   
    You've got to get seriously considered answers to a few key questions here:
     
    1. What is the absolute minimum acceptable frame rate for the final viewed animation? Could be anything between 5 and 30 fps.
    2. What frame size?
    3. How is this going to be played back / displayed?
    4. What is the nature of the content?  (Some content will be easier to time stretch than others).
     
    And the critical questions:
    Timescale?
    Budget?
     
    Has your client ever attempted anything like this before? Does he / she / they have any understanding of the work involved?  Or do they think it's just slightly harder than putting a Powerpoint presentation together : )
     
    ...then you can consider if it's even possible.
     
     
  16. Mike A's post in What is wrong with flat mapping in C4D? (Does not work as expected) was marked as the answer   
    Short answer: Nothing : )
    Probably: You're texture projection is facing the wrong direction.
     
    If you put your C4D version in your profile you'll get more specific help.
    But in R21 - the version I use:
     
    Assuming you have 'flat projection' selected in the texture tag:
     
    1. Select the 'Texture' (Texture mode) tool.
    2. You may want to click on the texture tag in the OM and from the 'projection display' menu select 'grid' or 'solid' to see the projection more clearly.
    3. Use the standard rotate tool to rotate your texture projection so the texture Z axis aligns with the normal of your plane.
    4. Return to model mode.
     
    ---
    If not this, perhaps you've got some odd texture scaling / tiling values?
  17. Mike A's post in Problem with redshift matrix and render was marked as the answer   
    What I mean is:
     
     

  18. Mike A's post in Help achieving this shader look of the milky glass lamp shade? was marked as the answer   
    Assuming the light is 'on' all the time, I'd also go with a simple ramp into incandescent.
     

    Rs wall light 01.c4d
  19. Mike A's post in Texture tool grid was marked as the answer   
    Look in the attribute manager for the Tex tag and you'll see a menu - 'Projection display'. I believe the default setting is 'Simple'. Grid display is buried in there.
    I like to use grid. No idea why they buried it like this.
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