Displacement in C4D with Octane & Redshift

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hello and welcome to my channel today i want to talk a little bit about uh displacement and how they work in octane and in redshift i got this inspiration by um let's see by a theodore daily i hope i pronounced that correctly and he um yeah and um got me thinking uh there are a lot of different um materials and stuff that we can could compare um with each other how they work in octane and how they work in redshift and i thought that displacement would be a good idea to start because um it's not a very hard topic it's a beginner topic but um yeah let's see how they interact and how which buttons we have to uh switch okay so let's see first of all i went to texturehaven um this is a site where you can download free textures they are absolutely free you can use them anywhere you want a personal private uh or commercial it doesn't matter and i downloaded this castle brick texture map i downloaded all maps and i said png um 353 megabytes downloaded them um and then i went to hdri haven and just this is my go-to place where i want to uh where i download my htris they're all also completely free no problem so let's jump into cinema 4d let's create a plane okay and i think we're gonna start with octane fire up the live viewer and put it maybe here yes fire it up um set the resolution to point five not not four point five okay so um then let's create a hdri environment okay go to image texture and just drop in something that you like and i think i'm gonna put in let's see this one maybe okay good also i want to change the settings of octane from direct lighting to path tracing we don't have to but it looks more realistic put the samples to 500 maybe okay and now let's create a material if we go to materials here you can see we have a bunch of different materials i think i'm going to go with a universal material if i just want to change something afterwards i can change it very easily it's like an uber shader for for everything else here so create the material and open up the node editor first of all what we want to do is uh the metallic right now this is always the same in the universal shader i'm not sure why they do it but it's always set to metallic set let's set it to non-metallic and also what we want to do is we want to go to the basic tab and under material type is universal we can change that later if you want to here but the brdf model we want to change from octane to backman it's basically just a more realistic way of how octane manages the light and stuff like that you can read everything about that on aktar.com he's the guy who develops the cinema 4d plugin for octane okay now let's import those textures so here you can see i got those different textures we got an ambient occlusion map we got the diffuse map we got the displacement map the normal map the roughness map and another ambient occlusion map um yeah just gonna drop in the mbwd diffuse map the displacement map the normal map and the roughness map as well the diffuse we're gonna plug into the albedo as you can see now the normal map we're gonna plug into the normal and we can already see that there is something happening but it's not real displacement it's just a fake yeah normal map so to say uh the roughness map we're gonna plug into the roughness channel and uh now to the um interesting part the displacement uh we can't just plug in the displacement here this won't work we need another node and it's the displacement node just drop it in here and plug this one into the texture and then this one into the displacement and as you can see there was something happening not very much but a little bit i'm gonna click on the displacement and now we can work with it the most important things are these two actually and also the level of detail if i change the height now you can see there's something going on zoom in a little bit but as you can see it's very blocky right now this is because our original image texture is a 4k image but the displacement is scaling the displacement node is scaling it down to a 256 by 256 if i change that to 4k you need a dcr this is much much better now now and that's basically the whole trick in octane we can also use something like a vertex displacement and stuff like that and we can plug in a displacement mixer where we can mix different displacement maps together but i think this is would be a topic for another tutorial i think um for right now this should be good um the other thing is the mid level as you can see right now if we look at it from this perspective and if i change the height it goes up yeah so if i change the mid level to one it goes down if i increase the height but what if we want to um let's say if we want to say the um the white parts of this uh of this texture should be sticking up and the black parts should be sticking down but it should be should stay roughly in the middle of the of the scene well we can change the mid level to 0.5 and then we are basically in the correct direction i mean we could play with that a little bit maybe because we are dealing with grayscale values here but yeah yeah now you can see yeah and that's the whole trick in in octane let's see um if i zoom in like so and let's create a camera also now we have a little let me just put this one out of the way let's cut it like this yeah okay it looks pretty good to me i'm just gonna switch my render settings from standard to octane render and i'm gonna give it a quick rendered picture view and that's the whole trick to octane basically um it's very easy to use i think it's uh better to use than redshift we will see redshift in a second um so that's our image for octane let's minimize this and also on the camera let's put on a protection tag so we can't accidentally move the camera now let's close octane and fire up redshift let me disable the the dome light and also get rid of this texture tag and let's go ahead and fire up the redshift renderview it here and start the render view we will see a white plane that is correct let's zoom out a little bit okay first of all we want to create a dome light to where is it lights dome light and here under the dome map we're just gonna drag the map here uh just to make it uh similar to to the lighting in octane because in octane the hdri map is a little bit rotated compared to uh to redshift let's uh have a look now if you take a look at here it looks like this but if we say okay let me disable this one and let me enable the octane sky again and compare the the look okay see it's different although i didn't changed anything uh compared to the rotation it's just how the the way how octane or redshift interpret and interpretates the rotation of the hdri map anyways we're gonna pause this we want to make it as similar as it can be so re-enabling the dome light again okay and now we're going to go to the coordinates and just rotate it here and i think it's something like this yeah now it's similar as you can see here okay i can close octane and um also gonna go ahead and in the render settings gonna change it to redshift and in redshift gonna change it change the global illumination we want global illumination to brute force and irradiance point cloud also what i'm gonna do is in the system under experimental options since i'm using version 3.0 i don't know i have these automatic sampling options here also i want to enable optics rtx or txrt rendering on my gpus it's a little quicker okay anyways now let's create a material for redshift go ahead redshift materials material and drop this material onto this plane open up the node view and just do the same thing we're going to drag in the diffuse channel the displacement channel the normal and the roughness i'm just gonna drop them in here this is the diffuse yeah i'm gonna connect this one to our diffuse color okay our roughness we want to connect to reflections roughness the normal map for the normal web map we need to do two things first of all since it's a normal map we want to change the gamma we want to enable gamma override um we want to set it to gamma one it's always this workflow i don't know i've read it somewhere else i've seen it somewhere actually this is the correct the proper workflow and also we need a bump map or a bump node bump map node i'm going to drop this one in connect the normal map to the texture input of the bump map and in the bump map we want to change the input map type from height field since this is for bump maps to tangent space this is for normal map so we're dealing with a normal map here and connect this one to overall bump input and yeah as you can see it is working and now to the interesting part and pull this one down here a little bit of a spacing problem but anyways this is the displacement map we need a displacement node connect this one to the texture map and also i'm not sure if it's necessary in the uh displacement texture as well here but we i'm going to enable gamma override anyways here for this one and connect the displacement to the output node not the not the actual material now but the output node in here and displacement as and as you can see there has nothing changed and that's this is because in redshift we have to give the object that is going to be displaced a tag we're going to right click say redshift and this is a redshift object and under the geometry from this redshift tag we're going to click on override enable tessellation and enable displacement and now you will see something very slightly now um we have like two possibilities here in the displacement map and the displacement node sorry we can set the scale let's set the scale to 10 okay nothing changed really and this is because in the tag of the plane we have to change the maximum displacement to also 10 so you can displace this it can displace this place uh at a maximum value of 10 it's a little bit complicated and i'm not sure what's the difference between this displacement scale and this displacement scale let's set set this displacement scale to one and this one to 10 and i think we should have a similar result it's not actually similar but i don't know if somebody can explain to me what's the difference between those two i would be very happy it's too small the displacement so we can set the maximum displacement to let's say 100 and this one here also to 100 now we're getting displacement okay but it jumped up we have the same problem um that i explained in octane and here we can play with those ranges in the displacement node we have the old range minimum is zero and the old range maximum is one which is correct but the new range we can change we can set this one to let's say minus we want to have it in the middle yeah or roughly in the middle minus point five and the new range maximum is point five okay so now it's roughly in the in the middle of the uh just uncheck this yeah as you can see it stays there it doesn't jump up and down and that's the trick in redshift i think in my opinion uh it's very it's much easier to use in in octane because of all those ticks but i guess that um in in redshift as the general redshift thing you have much more possibilities to tweak and stuff like that for example we can change the the maximum subdivisions of those displacement of the detail and i think this is goes is the same thing like in octane where i can change texture texture map scaling let's say i put it to a one we will see a dramatic difference here see we are losing all these details but of course it's much faster like this but let's put it back to 6 and jump into our camera view yeah and now give this one a render compare those two so and that's it now um if we take a look this is octane okay and this is redshift um very similar um i think in octane i used a little bit more of a displacement in in redshift a little bit less the overall lighting is a little bit different as you can see but this may have to do with with the displacement scale but overall they are pretty much the same they are both great absolutely great looking yeah and that's it for now if you like this tutorial just leave me a comment down in the in the comment section uh if you want more of those comparisons um octane vs redshift also of course give me a like and follow me if you want to be very happy and yeah i will see you next time bye
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Channel: Unicut Media
Views: 5,473
Rating: undefined out of 5
Keywords: cinema, 4d, c4d, octane, redshift, displacement, tutorial
Id: mKLMjAZ5J0A
Channel Id: undefined
Length: 16min 2sec (962 seconds)
Published: Thu Jul 23 2020
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