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Voidseeker

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Everything posted by Voidseeker

  1. Thank you all! I understand it now, the reason why I asked was that in rizomUV there is a feature to change the UV tile size from that of a square. in the documentation provided by the company, it says this. this peaked my curiousity. can anybody care to explain?
  2. Hello everybody, so I have been wondering, why do textures use even ratios of 1:1? and is it possible to use uneven ratios like in our monitors 1920 x 1080? and if it is possible how to create those textures?
  3. Hello Everybody! so I have been learning a lot about PBR materials and their uses, and that f0 and IOR is one of the essential things to achieve a realistic effect on materials. so I have figured out how to obtain f0 values from IOR online but have not found easy f0 from IOR calculators. some calculators give the IOR to f0 conversion but require more values which I do not know. can somebody help me with this?
  4. yes many people suggest that it is specular level, but integrating it in redshift is the main problem I am facing. well now i did another test, with identical color, roughness and metallic values, only difference is that the mat on the left has 0.05 slevel and the right has 0.35 slevel and this is the out that i got from substance painter and this is the out that i got from redshift when i linked the slevel map into the reflectivity channel: The output looks promising but still the problem of color adding to the reflectance is still present. is there some other workflow like spec gloss to use to overcome this problem?
  5. i get what you are saying, for example let us consider a glass which has paint dripped over it. Now both the paint and glass has different IOR values. I can easily create the material by splitting it into paint and glass and giving them their own IOR value and blending them both in material blender. now what if I do not want to create an extra material just for that? now from what I have researched people say specular level map can drive those different F0 values where the area of paint has the f0 of paint and the glass has the f0 of glass. but when I try to implement it in redshift using the reflectivity slider where the f0 is adjusted, I get the color of the map too. is there a way to make the shader read those different f0 values?
  6. I am practicing to blend multiple dielectric materials in a single mesh. I can use different ior values for different material nodes and blend them in using material blender. What i thought was that, is there a way to input multiple iors into a single material. So i did a test, i used substance painter and added specular level channel into the shader, and created two materials, and gave them different f0 values by converting from different iors. So now i got the reflectivity values as a map from it. But the hiccup is that, when i link that map into the reflectivity slider, the color of the map too comes with it and affects it as a whole. Thats is what bothers me. Is the process i am doing is correct or is there another way to do this?
  7. Hello everybody, so currently I am doing a test on Creating a material with multiple F0s using a single material using the metalness workflow. is there a way to use multiple values of reflectivity using a single map's brightness values without actually taking the maps color in consideration.
  8. I've currently finished watching linked in learning's redshift essential rendering course. so looking for something to build upon that, I am planning on buying the lfodesigns courses as it suits my need but I need to save as it is a big amount. but i will give those tutorials a try and thank you for your time people!
  9. yes I am down for learning anything, planned on learning compositing later , but I am down to learn it. I am planning on making animated shorts so I am interested in the full pipeline, and ready to learn any other softwares that are required too.
  10. well I am interested in photorealism and simulations and plan on going to character creation and then into environment design. I would like to know about the rendering process for those type of workflows so as to be prepared now
  11. Hello All, been learning redshift for a month now, I've got the basics down now and know most of the features. can anybody suggest some tutorials to follow for beginner and intermediate level for further learning?
  12. Welcome to the core Haruko! love your renders! really looking forward to learning from you!
  13. yes I might have but the roughness that I applied might have changed, since I had 2 texture maps side by side and placed the wrong one. but thanks to this discussion I now have a deep understanding of how maps work, really fascinating concepts! looking forward to making mistakes again😂 thanks for the help Rectro and Igor!
  14. so, I have found out the problem with the previous question, the problem is that there is no problem. on the process and software that is, but the problem was on my end as I had linked the wrong texture for roughness in redshift and so the difference in both outs . and so I did it properly this time and the results are, painter out: redshift out: the results are closer to each other and to make it perfect, the process is required on the optimization of the sampling settings. Thank you for your time guys, sorry to put you through this😅
  15. I tested this thing out using a simple material Plastic PVC in Substance painter, now when working in redshift using the same metalness workflow, i lose the glossy shine that I had in substance painter, to manage that I had to adjust the reflectivity value by eyeballing to replicate the same shine as in painter, but it didn"t feel right so I tried using the specular level map and the result was far from satisfying. by using IOR i can give the dielectric its shine, so I was wondering if we could somehow convert the IOR value to match the reflectivity in metalness. Painter Out: Redshift: specular level connected in reflectivity: specular level in Spp: Texture maps and their values:
  16. Hey Rectro , sorry for replying to a close thread but i didnt really wanna create another thread just for a meager doubt such as this, so using metalness workflow works great with metals, but using dielectrics the output changes drastically, the materials lose their glossiness when compared to substance iray out. so i was wondering if there was a way to create accurate dielectric materials without using IOR but just using metalness and adjusting the reflectivity slider gives the gloss but is it an accurate? if so how do i derive the accurate reflectivity in substance painter? do i need a new channel?
  17. I understand completely now rectro thank you so much! you guys are awesome! 💖
  18. So, correct me if I am wrong, it acts like a color tint? and what maps from substance painter should I use for this? the albedo map? so I tried what u said and implemented it, but now I have another doubt, if reflectivity acts as the color tint of the metal then why do we use diffuse color? we could use just the reflectivity right? and when I used just reflectivity the difference was meager but using the albedo map on both diffuse color and in the reflectivity channel improved the result for my naked eye. but is this wrong or am I just misintrepreting things?
  19. Hey Folks i have been learning about metalness workflow and how it can be applied to redshift. I have seen some people using the reflectivity slider here and I do not understand what it does. most people omit it and add metallic maps but some adjust the reflectivity sliders brightness too. can somebody explain what's going on?
  20. Thank you for the support so happy to meet such exciting people!
  21. Hello Everybody, I've been on forums for some time but haven't made an introduciton yet, sorry for that😅. so here goes, I'm Rayhaan, I am an aspiring filmmaker and CG artist from india. from my childhood I have always been amazed by games, movies and art in general. I was a hardcore gamer during my childhood playin games like halo unreal tournament etc. my first cg movie that amazed me was from the final fantasy series and slowly, cg and movies in general grew on me. i've always wanted to make a film like kung fu panda and wall - e. its a long journey till i get that opportunity but i'm hopeful for the future!
  22. Hey TEKNOW, can u suggest tutorials that follow substance - c4d redshift and workflow?
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