Cinema 4D - Bump And Normal Mapping Tutorial

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[Music] hello my name is Dan Nissen and today we'll be learning how to use bump and normal maps inside of redshift for cinema 4d I will also be covering blending these maps and utilizing retros procedural noises as well I won't be covering how the scene was set up but if you need help setting up your redshift lights cameras and basic materials visit some of the other videos on the redshift Channel to help guide you alright let's get started okay so I've set up a basic scene today which I'll be using to demonstrate some bump mapping effects our goal is to get a metal material to have some surface imperfections scratches and overall looks damaged so let's go ahead and create a new material and let's apply this to our geometry now we really won't be using the viewport today as we won't be adjusting the lighting setup or the camera angle so let's go ahead and open up our shader graph and our render view as you can see we have our basic material applied our default material plan and we're going to change some of the base properties to get a more metallic look so let's start by lowering the diffuse down to almost pure black let's raise the roughness to about 0.35 to blur up some of the reflections let's change the brdf to ggx and let's raise the IOR to 5 as you can see this is gonna be the base for our metal material now let's take a look at the nodes we'll be using today so under utilities and bump we have the bump blender and the bump map right now we're just gonna need the bump map but we we will revisit the blender later we're also going to need a texture node and a triflin or node which I'll explain what this is for in a second so in our texture node let's go ahead and load up our bump map and override the game into one and let's connect this to our try planner under texture image X now the reason we're using a try planner today is this you she doesn't have proper UVs so basically what the Tri planner is gonna allow us to do is wrap this texture around our object without any weird tiling issues and I won't be going over I won't be going into detail about these settings today as I won't have time but I've prepared some settings so we don't have to waste any time messing with them so I'm gonna change this to point to raise this up to about almost 5.2 and change the scale to 0.1 now let's connect this to our bump map so under texture and then input and now we're going to connect this bump map node to our redshift material under overall and then bump input as you can see we're now getting some bump effects obviously this is way too strong for we're gonna be going for it today so we're going to adjust the height scale which basically the way the height scale works is the higher the number goes the stronger the effect is going to be coming through so we're gonna lower this quite a bit a point o3 let's go even lower it's about 0.01 yeah so we just want some subtle damage some wear and tear a few Dinks in the material nothing too extreme and the way this height scale works as well is and I'll do a quick of reach and render to show you this as negative values will actually invert the effect so we'll take a look at this yeah as you can see the effect is now being inverted which we don't want this for this material so we're gonna go back to positive point one that can be helpful and we're also we're gonna go back to the texture node and go to the Advanced tab and lower the MIT bias and once again I won't be explaining what these settings are as I won't have time but basically what this MIT bias is doing is the lower the number is going the higher resolution of our texture is going to be used in redshift so basically we're even getting more detail out of our map so I'll go back to the default of zero just show you this effect one more time go back to negative eight and yeah we're just getting so much more detail out of the map now and it's looking really good and we'll do a quick bucket render this showed the entire material and that's basically how you set up bump mapping inside of redshift next we're going to be looking at using normal maps which is practically the exact same set up - a few different settings and that's already looking really nice so let's go ahead and go back to IPR mode let's take this set up one and put it up here we're gonna go and disconnect this and let's bring in some more nodes for our second set up so we're going to need a texture node a try planner node and another bump node now let's go ahead and load up our our normal map we'll be using override the game into one again go to the Advanced tab lower the mid bias again let's go and plug this into the Tri planner under texture image X and once again I already have these settings predetermined 0.4 and we'll take the scalp 2.1 now we're gonna plug this tri planner into the bump map under texture input now you might have noticed that there's a actual normal map node inside of redshift now this node has been deprecated it strictly stolen redshift just for older seems to work but there's been a new method inputted recently so this is not to be used once again so we're gonna delete this and we're going to go to the bump map node and we're going to change the input map type so basically right now it's reading for height field which is grayscale maps we want to change it to tangent space normal which is going to be our normal maps and once again this is just telling Rhett chef Ted hey we're using normal maps so we're gonna go ahead and plug this into our bump input and as you can see we're now getting scratch effects all over our material and once again the height scale works the exact same as before we're going to go ahead and lower the that's the effect is a little bit too strong right now I'm just looks like claw marks yeah 0.3 is gonna be good and we'll do a quick bucket render and that's how you set up normal maps inside of redshift um like I said it's be almost the exact same setup - a few different settings and yeah it's it's coming through really nice we're getting nice scratches everywhere now next one I'm going to show you is how do we blend these two maps together or say you want to blend multiple setups together of bump maps and normal Maps well it's pretty easy and straightforward and I'll show that to you right now let's go ahead and disconnect this set up let's rearrange our nodes so we're gonna go back to the bump blender I talked about earlier we're going to connect this to our bump input of our red shift material now we're going to take our set up one and we're gonna plug this into our base and then base input and now we're getting that original bump effects coming through exactly like we had before except now what we're going to do is we're going to take our second setup which included the normal map and we're going to plug this into layer zero a bump input zero and it sorry I'm gonna rearrange my nodes not used to working on one screen I apologize yeah okay so we all do this one more time so we're gonna take the second set up for the normal map and plug this in to bump input zero as you can see nothing is happening well we need to go into the bump blender and we need to raise the blend weight of layer zero so we're gonna raise this to one and basically what this is doing is it's taking 100% of our layer zero and using that for the bump and we're taking zero percent of our original base input so we can take this blend way down to 50 percent basically 0.5 and basically what this is doing is it's taking 50% of the base input and 50% of our layer zero input and mixing them together now say we want both effects coming in at a hundred percent on top of each other so we're going to take this blend way back to one and we're going to switch this to additive mode now that what this we have bomba both effects coming in at a hundred percent on top of each other and even in this out of the mode we can still lower this blend way so say the scratches are coming in a little bit too heavy we can lower this to about 0.65 I think ANSI we're just not getting as many scratches coming through and they're not as dominant as they were before and that's basically how you use the bump blender node inside of redshift so I've showed you how to set up bump maps normal Maps and now how to blend them and this bump blender the way it works is it includes a base and three other layers so effectively you're mixing in four different setups now say you have more bump Maps or more normal Maps you want to mix in to this what you can do is you take another bump blender and they actually nest inside of each other so what that means is I'll take our original bump blender and plug it into this one I just created in the base input and what I'll do is I'll just copy this set up real quick just to show you and what we can do is so say you have more layers of bump you want in on your material a so we can plug this another set up into layer zero bumping input zero and basically it's working the exact same as it did before and we're just adding on another layer which you're not going to be seeing the effect here as we've already using this bump map but you see what I mean so we're gonna go ahead and delete this and plug this back in and we'll do a quick buck around here so we can see both effects coming through and that is basically how you set up bump maps on normal Maps inside of redshift and how to blend them next I'm going to be showing you how you can use procedural redshift noises to enhance your setups and mix them into your bump Maps so basically what I've done is taken a snapshot of our recent bucket render so we can compare this to our next couple renders so I'm gonna get out of snapshots and turn the IPR back on now what we're going to need is a noise node and we're going to connect this to the output so we can directly see what's going on inside this map this map doesn't have any correct values we're just going to be artistically tweaking this so we're gonna raise the overall scale and what we want this map to look like is a black and white map that we can mask off our scratch layers which I'll show you what I mean in a second so we're just going to raise the complexity a bit or the amplitude gain what's out a bit of distortion and now we're willing to add some contrast to this map so we're going to raise this min raise this bias and there this should be good and basically what this maps going to be doing is in the white areas the scratches are going to be showing up more and in the black areas the scratch is going to be showing up less so I'll show I'll show you what I mean in a second so we're going to connect our material back to our output and now we're going to connect this noise we just created to the layer 0 bump weight 0 and we'll do a quick bucket render and we'll compare this to our previous render to show what this is actually doing all right now let's take a snapshot so we can compare them and as you see we're just getting much less scratches coming through which I'm actually liking this a lot better than before the previous render will where we were just not masking off any of the scratches it's kind of just like a uniform scratches all over the material which can be not a desired effect depending on what you're going for with our second render we're masking them off and a lot of the main areas but we're still getting scratches you guys didn't see here as I'm pointing with my mouse I'm still getting scratches just not as much as before and once again we can adjust this noise we just created to have the scratches coming more but it's all depending on what you're going for yeah we're just not getting as much dominant scratch as those before which I'm really liking this so now I'm going to show you one more thing before I end this tutorial so we're gonna go back to IPR we're actually going to bring in another noise and we're going to need a bump map now I'm going to show you how you can use actual redshift noises inside your bump lender as an actual bump map so we're going to connect this RS noise to the bump map under texture input and we're gonna load this redshift bump map into layer 1 and bump input 1 and once again we're going to go into the bump blender and we're gonna have to adjust the blend weight to 1 now I'm actually I'm gonna turn off out of of mode so I can just see what's happening on our top layer so we can just see what's going on in this bump layer so we're going to adjust this red shift noise once again through our no correct settings we're just gonna be artistically tweaking this we're gonna raise this overall scale we're gonna add a bit of complexity to it now let's of course let's adjust the height scale which we've went over earlier and we're gonna lower it quite a bit so 0.025 now let's go a little bit higher up dude Oh point a 3/5 there we go and we're gonna get some slight rippling effects in our highlights and just overall in our material just to give it another layer of detail so we're gonna go back to the bump blender and turn on out of the mode once again and we're going to do a quick bucket render and we'll compare this to our previous render to see how this is affecting our material oh yeah and this is already looking really good adding just another layer of detail let's compare this to our previous render and yeah you know it's just adding a more variation to our surface umm it's breaking up the the highlights before looks a little bit too uniformed this is just adding a little bit more roughness to it looks like the material has been or this objects been used a lot it's been rubbed up versus other metals just looking a lot better in my opinion and yet that's um how you can use noise inside your bump setups and how you can mask off bump effects so this concludes using bump and normal Maps decider redshift this project will be available for download in the description if you ever need to reference it I hope you all enjoyed this tutorial and I hope it was easy for you to follow make sure to subscribe as red shift is rapidly adding new features so lots more tutorials to come
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Channel: Redshift3D
Views: 76,101
Rating: undefined out of 5
Keywords: redshift, gpu, rendering, cinema4d, c4d, bump, normal, mapping, tutorial
Id: moDMh2Q6BEo
Channel Id: undefined
Length: 15min 54sec (954 seconds)
Published: Tue Feb 27 2018
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