Cinema 4D Tutorial - Procedural Wood (Redshift)

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it's Cyber Monday so for the next few days everything in the store is 40% off just use code plastic at checkout love you hey guy from new plastic and today we'll further explore red shift's procedural powers and make a fully procedural wood material I added a whole new pack of procedural wood materials specifically for red shift with like 16 different wood materials fully procedural infinitely tileable beautifully made if you feel like you need it feel free to buy it from my new plastic gumroad it's a great way to support the channel another way to support the channel is by buying prints and pins I made on the pink eye Gum Road so check that out as well and of course consider supporting on patreon or membership where you can get access to these project files watch these videos with no ads get free products from the store and other cool perks but mostly help me make more and better content for y'all follow me on Instagram at ojang or the channel at brand new plastic join our Discord subscribe listen to Sophie let's [Music] go okay so I have this little quick sculpture I made here I've been making a ton of these lately just to kind of practice just abstract compositions and form study and whatever I also have this large area light coming from the right and an hdri for some ambient and some slight fill light okay let's add a standard material and I rearranged the windows just so we can see better what we're doing let's add a Max and noise scale it way up add some stretching and okay before we do anything else let's create the ring so let's plug the noise into a modulo node through a multiply node right now the modulo node is black but if we start increasing the multiply node we're getting rings I'm not going to go too much into the math here mainly because I don't really know enough to explain it but essentially what's happening is when we plug the noise into the multiply node we're literally multiplying the values of the noise so even though the noise still looks just black and white the numbers can change from 0 to 10 or 100 or 500 and even down to negatives now when we plug those multiplied ranges of numbers into the modulo node the modulo breaks that range into sets of 0o to ones so if we have a 0 to one range multiply by 50 so it's now a 0 to 50 putting it in a modulo of one will break the 0 to 50 into 50 ranges of 0 to 1 modulo of two will break the 0 to 50 into 25 ranges of 0 to 1 modulo of 50 won't have any effect because it'll just break the 0 to 50 into one range of 0 to one so yeah this way by changing the multiply and the modulo values we can get different rings and of course by editing the noise too so let's bring the octaves down just a bit bring brightness down a bit uh let's plug everything to a ramp node and also to a color layer node and let's turn off layer one for now let's invert this gradient and we can also increase the noise amount in the ramp node to introduce more subtle mini rings upping the frequency will make them more fine and dense cool let's add another Maxon noise to layer one scale it up stretch it choke the blacks maybe up the brightness and contrast a bit let's change the noise type to fbm and reduce the detail a little bit okay let's enable layer one and change blend mode to add and bring down opacity a bit cool let's plug the modulo into another ramp and plug it into Layer Two choke the whites add a little noise enable Layer Two and change to multiply blend and lower opacity a bit so I basically added a little soft transition on the opposite side of the previous gradient which had really sharp transition from black to white too sharp to feel like real wood Okay add another ramp and plug the main noise into it and into layer three enable the layer and change blend mode to subtract invert gradient and add a few different gray notches this will just add some overall subtle variety to the pattern okay cool let's add some pores and Imperfections now plug this collar layer into another collar layer and just to clean up our node setup let's select all these nodes right click and group to scaffold which will add this colored border around all of them and we can name it and change the color okay let's add a Maxon noise plug it into layer one change type to displaced vorono stretch it a whole lot choke the low and high clip bring gain down okay let's enable layer one and change blend mode to multiply and just bring down opacity a bit cool let's duplicate this noise plug the layer two scale it down and make it less stretchy so this will be kind of like those pores that on the end grained are around but on the other sides are more thin lines let's up the Cycles to choke them even more and bring brightness down a bit cool let's change blend mode to multiply and bring opacity down so you can see them kind of layered on top of everything nicely let's duplicate this noise again plug to layer three change type to fbm and scale it up slightly make it a bit less stretchy flip the low and high clip to invert it play with the brightness and contrast to get something a bit less harsh up the details here change blend mode to average so it's kind of breaking up both the black and white Parts under underneath okay let's scaffold all these into a porous group give it a color and let's PL and let's plug this color layer into a ramp node and give this some color here you can really add any color you want tiny changes in color will actually have a big effect on the overall look so feel free to play with the different colors and different positions of The Notches again the smallest changes will have bigger effect than you'd expect and I'll duplicate this ramp and change up the colors a lot of wood have large areas that are discolored or in some Cedar Woods which is kind of what I'm going for here they have this pinkish Hue to them so that's what I'll do here but again the options are endless whether you're going for natural wood colors or stained Woods okay let's see how this is looking oh yeah that's nice let's add some details to the material so I'll plug this color layer to the roughness Channel using a ramp node invert the notches and make the whole thing just on the brighter side so it's really rough but you can see that because we used the whole ring system here we're getting different glossiness on the darker rings than on the lighter Rings which is great plug the color layer into another ramp and into the bump Channel using a bump node way too strong now so bring down the bump height I mean that's nice but even less height okay nice let's mix the two color ramps together so I'll add a Maxon noise and use it to mix between the two ramps using a color mix node you can leave the noise really small like this but here I'll scale up the noise and really choke it so I get these large separated colored areas okay nice and look since this whole thing is procedural I can go back and for example change the original noise type to Wavy turbulence and get a whole different look I like this actually let's keep playing around here I want to break the whole thing up with even more details [Music] maybe change this blend mode to average so it'll affect the black areas as well not bad bring in some of the light color [Music] notches yeah we can up the opacity on this a bit maybe introduce a slightly darker Notch at the very end yeah that's pretty cool not not very cedy but that's okay I mean yeah this is really awesome I absolutely love how it looks let's duplicate the roughness ramp invert it and plug it into the reflection weight Channel and maybe make it a bit brighter so we're introducing some variety to the specular Channel as well maybe add some contrast to the roughness gradient and actually if you want it to feel polished for example I can add another Maxon noise with the ramp node and plug it into the coat roughness Channel up the coat weight and now I can play with the noise values to add another layer of gloss on top of everything that's not only going to mimic a polished look but can just add another subtle complexity to the reflections on the surface depending on the look of the noise and the ramp values I can also duplicate the bump node with the same ramp and plug it into the coat bump Channel but with a much lower height again just to add some subtle variation to the co- Channel yeah I really really love it and now I can duplicate this material and just keep experimenting to get different looks but using this exact method with some variations to it is how I got all these different wood Textures in the wood pack there's a lot you can do with [Music] this [Music] [Music] he so yeah I hope you learned something I love that we're slowly exploring red shift's procedural capabilities it has its flaws and is a bit less capable than octane but as you can see you can still get a lot with just a little bit of node stacking and creative thinking get the procedure or wood pack on my gum Road check out the prints and pins on my other Gum Road and consider supporting on patreon or membership to get access to these project files cuz you know I wouldn't have been able to make these videos without the help of my glorious patrons members you see on the screen right now I love you have a great day [Music] peace
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Channel: New Plastic
Views: 7,734
Rating: undefined out of 5
Keywords: cinema 4d, c4d, octane, tutorial, how to, animation, models, 3d, blender, render, Materials, plugins, vector, illustrator, abstract, textures, procedrual, pop, advanced, terrazzo, marble, noise, octane noise, vorronoi, voronoi, c4d noise, everyday, node, node system, rock, terrain, game, world, rough, displacement, noises, nodes, space, Archviz, Wood, oak, rosewood, teak, pine, birch, walnut, table, sculpture, cedar, redwood, snakewood, redshift, redshift procedural, redshift wood
Id: 9KJelXRxE5E
Channel Id: undefined
Length: 11min 20sec (680 seconds)
Published: Thu Nov 30 2023
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