Creek Series Part 1 Megascans / Cinema 4D / Redshift

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what would up is Wimbush with part 1 of the video series and now I'm going to show you how to use quick soul bridge which is a part of the mega skins family to export our geometry bring it in a cinema 4d texture it up in redshift and have it ready for part 2 so without further ado let's just get right into it what up what up Wimbush here with part 1 of the series we're gonna go over how to build the environment using mega skins now if you don't have mega skin so you can go to quick SOCOM you could try out some of the assets for free but I bet I've had it since day one it's been a huge asset to my workflow they have a course so mega skins library which is your geometry and your textures you have bridge which is like explore where you can look at all your downloads it didn't have mixture where you can actually take some of your textures mix them together create new textures so I definitely suggest you go to their website to check this stuff out and without further ado let's open up bridge I'm going to show you some of the assets that I'm using in case you guys want to follow along with the exact assets but it's not necessary so I'm using this stone texture here if you type in damage you'll have these two pop-up but this is the one I'm using for the texture on my plane and then the geometry that I'm using is actually a volcanic rock so type of volcanic let's scroll it down and this will be the rock that I'm using here and like I said if you have a mega skins account you can follow along with this geometry here I don't believe this is a free one but it may sign up and double check they have a large variety there so let's get started cinema 4d I'm gonna bring in my geometry that we were just talking about and mega skins open this up and there we have all volcanic rock now I'm going to make a redshift texture and I'm gonna put this over top of this so let me get a redshift materials make a wrist shift material double click that and then I got up in my editor shader graph and then I'm just gonna start dragging and dropping the different materials that I'm gonna bring in on here so for this particular Rock I'm gonna use my LB dough let me drag this towards the middle some use my albedo which is our diffuse let's use a normal map definitely want the roughness map and then we're gonna bring in both the glass and a specular I'm only gonna use one but I just want to see which one ends up looking better and then I'm going to ignore displacement for right now because a lot of times the geometry is so good that we don't need a displacement for the extra texture I mean for the extra detail and sometimes it just adds more render time anyway so if I don't need the displacement I'm definitely not going to use it so I want to get started here with my albedo go to out of color just click on it left click drag drop to the blue over here on your RS material and then you have this menu pop up I'm gonna go to diffuse color and then click that they connect it and then you go to see up here on the left hand side the texture is already connecting and if I come down to my materials I could drag and drop over our gray default material just drop that right there and it's already gonna take over our geometry and it's already looking like what's in the preview and then if you want to see what it looks like rendered either to my render settings come down here make sure it's set on red shift for now I'm gonna click off the IPR just leave everything else at default for right now I just want to kind of check on my texture as we go then click on my render view and there we go it's already looking pretty good but now we're gonna add some of the fine detail to it so we're gonna start connecting these other pieces here so I'm gonna say specular for later let me add the normal map for now so if I come over here to utilities click under bump and then go to bump map drag that out here you want to connect your normal Maps to this RS bump map so you just collect the or connect this to texture input and then the output from here you drag it over to your artist material get on overall and do bump input and then sometimes it depends on what lighting situation but for the input map type I start with tangent and then I check it out to see how it's looking so let me come up to my redshift render view I'm going to render this out see how it looks doesn't look too bad let me add I like using HDR maps for lighting so I'm gonna come over and go to my lighting right here and then go to dome light and with the dome light we can add HDR maps so let me pull this a little bit so you can see it actually get me go let me see attribute manager [Music] okay so this is what our dome light settings look like so all you have to do is come down there here to paths on the general path click on this and then I have all these HDR maps which you can actually get for free there's this website called HDR I heaven or Haven sorry and I have 100% free HDR map so I'll go there all the time for all my stuff but basically you just click on here you click on outdoor skies indoor studio they have a ton of different HDR maps I definitely suggest checking this guy out there's a lot of great stuff in here and you can actually download 16k maps so yeah you go from 1k is 16 K so most of the time I just use either 4 K or a K but the option is there if you need it so I'll leave this down in the description as well but it's called HDR I Haven so that's where I get my texture map set so when that textures I'm sorry HDR maps so let me just pick one um let me try this dawn for K you know click no now let me hit render see what it starts to look like yeah I see it's not bad and if you want to get rid of the background there you come down to where environment versus enable background check that off and if you want to have your alpha Channel the Alpha Channel replacement in that way now this is all that's all cut out back there and then you can also move the Sun around inside your coordinates or not Sun but you can maybe are stay up HDRI maps around but going to coordinates and then just scrolling your HP and B and as you can see in here it's starting there just the lighting already it moves pretty fast and rich if but our rock is crazy glossy right now let me zero this out move back onto the texturing so I'm open back up my shader graph here and let's connect our roughness map so we have roughness i'ma go out color bring it up to the blue and then over here inside of our base properties reflections you want to go to reflection roughness connect that and then let's see how that looks see you already see you updated there and then let's see what our glass looks like some ago out of color from glass over here to the blue get on the base properties reflections and then this will actually go in their reflection weight so we'll click on that they see how that looks that doesn't look too bad let me I'm I see what the specular looks like so I'm gonna just take the specular out of color move it over to reflection weight just to replace it and then I'll let's see what it looks like yeah edit a little bit difference actually like the gloss better so I'm going to click that one in there and then I'm just going to delete this and then they be able to get the normal details in here I can zoom in here a little bit more so we can actually see we're gonna get so I'm gonna click on my asset and then under tags we're gonna go over to redshift object tag click on that and then under geometry I'm not gonna bring this up in the middle here so we can see it helps just not what I want it there we go so this is our geometry tab and we want to go to geometry override and then displacement and I usually just go like 15 whoops for maximum displacement we'll start at like 15 bring our displacement skill up to 5 and you can see a little bit of detail in there for Tesla's ation we click enable and you can see it's starting to add a little bit more detail in there I usually unclick the smooth subdivision because sometimes it runs it out kind of funky and there you go we see we get some of our detail back in there but that just adds you know the extra little detail to our rock geometry and there we go so we have our a rock all textured up I don't think we need a displacement map we have a lot of detail there already in this rendering pretty fast so let's start building out the environment so I'm just gonna take my rock asset here and I'm going to go over to witnesses say so go to the array tab and then come down the instance I'm just gonna make an instance of that rock and all that's doing is making a copy of it and you can actually have it render instance so it's gonna make an exact duplicate of that never ends your renders a little bit faster but for now just since we're just building off the scene I'm just gonna take these rocks spin them around just kind of placing them and making it look interesting like also bringing camera into this let me set up my camera where do we want a camera let's zero it out some a disco X Y Z 0 so 0 0 0 okay cool then we know that our cameras at exact zero so I'm just gonna pull it out from there it's just something that I'd like to do there and then that gonna move this down okay so in our preview we were kind of close to it so okay I'm just gonna take these rocks and just start moving them around no rhyme or reason into anything just to get some interesting patterns in there maybe he's over they move up because the way that I was taking about it when I was building it is how would the particles react to these rocks as we're building them out oh so if I want to duplicate I click and then I'm on PC so I'll hold down the control the left control and then just left click and drag and that makes your duplicate over here and your hierarchy window so I'm just gonna be making a ton of these rocks rescaling them just twist this over a little bit I take this one kind of move it down no it's gonna make this quick I'm not gonna spend a lot of time in here so maybe let me deep locate one more rock bring it over here bring it up I'll scale this one up maybe like 2.5 then I'm going to click on this rotate it just rotate it around come up with some interesting looks here then I'm gonna make a little gap in here so we have room for particles to fall then I'm gonna make a plane so I have a plane here I'm gonna bring it up a little bit and then just rotate it down because I want to have I want to have some variety in our geometry plane here so this is what I'm going to use those damaged rocks on so I'm actually gonna make another red shift material let me rename this one to volcanic okay so I'm going to start another red shift material I'm going to rename this one damaged because that's the name of our materials so imma open up my shader graph I'm just going to start bringing in those materials like we did on the other one so I'm gonna do albedo I could do ambient occlusion you see the normal map the roughness map man let's try a specular map let's bring these in see how these end up looking to get anything cool out of it let me drag all these out there on my Wacom pen okay so I always start with my albedo bring that all color over to the blue base properties defuse defuse cut and then I'm gonna drag this onto our plane and let me open up our render view see what this looks like okay so I'm gonna go over I'm gonna click on my plane click on my material over here and where it says projection I'm just gonna go on cubic and then Don hair under length.you and length V I'm gonna start the reduce about 25% okay maybe that's not done on 50% okay let's try it 25% there we go they're starting to get a little bit smaller I just want to be able to see a little bit of the stones a little bit better so let's bring it down at 10% now not gonna 20 there we go that's not bad well I start bringing in somebody detail you see how it's working out some I go back to my edit graph okay so let's hook up the AO what I usually do is I'll go out of color drag it here to my albedo to the blue under adjustment do color multiplier and now what adds some of the shadow back in I've seen other people do it various ways but that's the way I do it it's the quickest and I seem to get pretty good results from it so that added our ambient occlusion let me add a reference so we'll go over to properties reflections reflection rough and I'll see what that looks like I think it already kicked in okay so let me try the specular come over to our blue we've got our property reflections and a weight see this couple ate through yeah and our glass is starting to look a little bit better live at our normal Matt over here utilities bump bump map then let's add our normal map to this RS a bump map texture input and then take the out here come over to our blue overall bump input you can see the detail is starting to come through on those rocks let's go to input map change it space see what that yeah that already looks great there and then this at a redshift tag to this so I go to my plane tags redshift tag red ship object and then click on my geometry override let me bring this up in the middle so if you see it better there we go so I went to my geometry override let's click on displacement let's do maximum displacement 15 I mean you can just play around with it but I usually start 15 then displacement map go to 5 and then I can enable a test elation for a little bit more detail I disabled to smooth subdivision it doesn't look like the noise part of normals did much bump whoops bump this up to 25 maybe 10 okay so it's not doing much so now this might be a good opportunity to bring in displacement map so I'm gonna go back to my folder found my displacement bring in my displacement map like no no over here and our utilities you'll see a folder for displacement will click displacement drag this over left click drag over and then let's put our displacement map in this node here so you'll go to the blue texture and a texture map and then out over here you go to overall oops no I'm sorry we bring this out over here to the output to the blue and then click on displacement and then I'll click on my displacement purple box here change the space type the tangent and you can already see in our render view here the rocks are way high so let's knock this down a little bit let's try it 15 in our displacement skill let's try to there we go I see what three looks like yeah see so that's not so bad so let's scale this down so we can see the whole scene pull this back a little bit and it's not gonna look exactly like how we had our other scene before but you know you take these rocks you place them around just keep duplicating them come up with some interesting stuff here you see we've this down spin this around you don't only have to use one rock I mean you can use a variety but just for tutorial purposes I'm just going to use the one that suggests you know especially if you're trying to mimic a scene that you have from like a row like photo or something you find on the internet definitely look through other assets and just explore play around see what looks good there you go that's not looking too bad then we add one more in the middle there we go cuz we're gonna be so close to it we're really gonna see all this detail on there so let's click render see what this looks like and I might actually pick a different HDR map let's see I'm gonna come to my dome light go to general let me see I'll just try something here yeah let me try this one see what this looks like load that one in there it doesn't look bad if you want to make it lighter like if you want to expose it come under your general and exposure let's knock this up by two maybe yeah see you seeing us starting to light up the scene not too crazy with how that looks though let me try we try this desert HDR bring this in here yeah that one looks a little bit more realistic not always rotate it love it see let me nudge up the exposure type it up to three then if I want to add shadows and stuff in here what I usually do is go to my light at an affinity light and now that will start to add shadows in and you go through your coordinates and you can start moving that around so it's almost like you're moving the Sun so if I look at my B port you can actually see are the shadows where they're gonna land that and then then my rotom viewer this is how it looks I'm still not crazy about let me see well let me try this desert HDR my stuff's called the Geo Gap so like I said you could play with this forever till you find exactly how you want it but that's the gist of how I built this scene out and took my exposure down to zero there we go see that's looking good gonna bring my coordinates back over to zero damn so there we go so um I thank you guys for watching this like I said this is part one of this series part two I'm going to show you guys how to use X particles how to get the water flowing the white water with the foam and everything and all that fun stuff and then part three we're going to composite everything together and after-effects if you enjoyed this tutorial make sure you leave a comment definitely subscribe leave a like ask me any questions I'll try to get back to you follow me on social media I definitely check that all the time um yeah on the next part click on a description for part two peace out
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Channel: WINBUSH
Views: 10,705
Rating: undefined out of 5
Keywords: megascans, quixel, after effects, cinema 4d, redshift, water sim, water simulation, winbush, maxon, adobe, motion graphics, tutorial, creek series, part 1, environment, creek, rock, stone, nature, hdri
Id: ZcK9vVpZkvg
Channel Id: undefined
Length: 23min 21sec (1401 seconds)
Published: Mon Jan 07 2019
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