How to Create Procedural Pattern Materials in Redshift - Cinema 4D Tutorial

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[Music] hello and welcome to the rooks nest Alex here and in today's tutorial I'm gonna be showing you how to create a materials with patterns like this procedurally all within the register photograph so without any further ado let's get started here we are inside cinema now I'm just gonna go over the scene quickly all I have is a plain object three lights a dome light and two area lights obviously the camera we're looking through with a protection tag on it so I don't move it by accident and our redshift material now this plane I gave it some width segments just to help with the subdivisions in the displacement I'm not sure if it does actually help but I did it anyway because if you come to this tab here which is our redshift object tag and we go to geometry I've got this enabled which is the tessellation which is essentially like a sub div and depending on we've got a maximum subdivisions here and a minimum edge length your minimum edge length is the minimum length but a polygon or edge and it's two pixels at the moment so it will only subdivide down to two pixels and maximum subdivisions is how many times each polygon can be subdivided that makes sense and then obviously I've got the displacement enabled just with the default one and one on maximum displacement and displacement scale which is what's giving you these displaced circles now if we take a quick look at the render the redshift shader graph you as you can see this may seem a bit complicated but it's pretty straightforward all we're doing here is we're creating this pattern down here which is all these c4d shaders and then we're combining them in a color layer node and using it as a displacement on our object if we turn this off you'll see we just got these circles with no difference in height we pop this back on and then I've just taken some parts of this this shader set up and used it to drive different materials as in we've got like eight gold material a copper material my favorite a custom material which i think is just this dark semi glossy black and a silver material and that's all split up in this material blender which is then putting the surface of art material I don't know why this is here this shouldn't be there as I left over from our previous parts I'll delete that so let's delete this material and start from scratch well so the first thing we're gonna do is we to come up to redshift material material and new base material and we're gonna open that up in our shader graph so let's make a base pattern first let's grab ourselves eight color layer shader we go pop that in just run that straight into our surface for now we're not going to be using any materials there let me fit down there let's grab ourselves a c4d shader and a texture node and let's run our shader into our texture texture oh and the reason we do that is because we can't run this straight into any of these it won't let you you have it's grayed out you have to run the sieve body shader through this rs texture node first so let's pipe that straight into our base color let's turn off layer 1 so we're just using the base color at the moment and let's also make sure we've applied our material to our object so we can have a look now you can't see anything at the moment I think that's because we're sumed in too far and we haven't applied a shader in here so we want to choose gradient this increase the resolution of this just a bit this open up our gradient let's change it to a circular gradient and we're gonna reverse the knots so we've got white circles and the reason we do that is because displacement works on high in the white values so any areas you want raised we need to lighten and any areas we don't want raised needs to be black so this is sharpen this up make it more defined circle there we go let me just reposition this view so it's a bit better too easy to see see the graph now also we see we've only got one big circle if you come into RS texture and we come to on the general tab let's do some scale remapping and it's times it by 4 on each axis so now we've got a grid of 16 circles now we want every other circle to be different so what I'm going to do is I'm going to create another c40 text shader if I want you to control drag this one down along with another RS texture we can throw that down down let's change this shader to a couple of surfaces and choose checkerboard let's put this into this texture and let's output it to our surface so we can see what we're doing we don't want it to be scaled as much as that so let's just put this back down dude just put it down to two for now or one even escaped up to one now if we plug this one back in and we put this into a layer one we can see as we enable it that these squares aren't lining up with the circles and we need we're gonna use this pattern to mask out every other circle and to do that we need to go into our checkerboard its properties and let's reduce this to one for now see what we get hey there we go so no that's not too bad if we wanted to do it in blocks and just separate these group of circles say be one of these four and these four different to these four and these four we could leave as is but I want it alternating so let's just adjust the scale of checkerboard and let's just double it so two now if we turn on the checkerboard on and off you can see you see here how one circle lines up with one checkerboard right now let's use the checkerboard to remove the circles we don't want and we're gonna use is a color subtract note and this is basically gonna subtract any values of white from white so here we plug in 1 into our base there let's disable this from here put in our second checkerboard disabled layer 1 and there we go you see so now our checkerboard is being subtracted away from our dots and we've got these now let's make the smaller dots let's grab this whole chain here control drag it down plug it into the layer I should let's go straight into surface and now it's exactly the same but all we going to do is come to our checkerboard and just reverse these round so sorry that's nice too black and I've color to need to be white there you go we've flipped them around let's come to our gradient and let's just make it smaller so you can clearly see it there you go now we need to merge these dots with these dots there we're gonna stick it into layer 1 layer 1 color rearrange this properly enable it and change the mode to lighten there we go I would not do add but for some reason it doesn't quite work the way I expected to so lighten does the trick there we go right so we've got our alternating dots let's add some other bits so let's maybe this add that line the grid line let's move all this up again it's just this is create a new seat body shader we're gonna need a texture node and let's just reset these values make sure they're at one one pump that into their like there this is look at the direct output and let's select a gradient and all I'm going to do on this is I'm gonna pop this not in the middle if you open up this gradient we can say exactly in the middle so I'm going to change that not to 50% boom bring this in add our cells another not let's change that to white means to do that and let's just this dial these in so they're exactly the same 45 and 45 oh no 45 sorry 55 and also realizes the wrong way around so we need this to be black and this to be white black okay so you got a line now if we want we want that to line up with our dots so we're gonna need to tile it and we'll do that in our texture node again so the super happens we do along the you I think that lines up alright but in fact I think we might want to increase it even more but this to see what happens let's add it to our layer to color come in here an able layer to change the blade blending mode to lighten and let's see the output there we go so now we've got these lines joining up with these circles and I've make it more interesting quickly I'm just going to adjust the colors of these because I want them to appear at different heights in the displacement so if we go to our dot here I don't want this to be as tall or as displaced as the rest so I'm gonna change this value to 80% so slightly grayer and then for the line I'm going to do the same thing but much lower and I'm gonna go I think you should only be 50% so we're getting a little bump so we've got varying stages of depth now let's add that final little flourish which was the circular dots those circular rings that were in between these gaps and to do that it's going to create a another shader node and it's going to be a gradient again let's grab this texture node this reset this to one one just pop that into there now in the gradient it was look at the output I used star tiled it a bunch let's just make it four by four and I played around with these values the reason I use this corners Dingle is because it will offset it automatically for me at UC they're not it's not in the center like the other dots is in between them all but we just add in another black dot either side and we've got ourselves some rings like so and then what we need to do is add that into here layer three color connect a layer back up just enable layer three blending mode and change it to lighten there you go we've got a pattern so let's do a quick bit of housekeeping I want to make this pattern texture scalable within the shader graph without having to go into each individual value and editing them separately so what I'm going to do is I'm gonna create ourselves a scale constant which is just gonna be a if you go into math s constant and at the moment let's make it one we also need a couple more constants so let's say let's have a look so we've got four in scale here to there for to bore and bore now this one doesn't matter there's a one there because if you dressed for it'll scale zit in the axis this way and it doesn't make a difference because it's just straight lines so let's create those constants so one for a four and to make it easier I might just rename this or and there's control drag this down and let's call this one to Reno so I rename it to okay now what we're going to do is we're going to pipe these into our values for the scale by multiplying a constant with these two numbers so let's get ourselves a multiply node scalar multiply our constant is always going to be our input and we're gonna need one for each of these they one for this one for this one let in there this one's gonna be our four and this one's going to be art too and now we just take this you come into our s texture we go to the UV map and scale because that was a four this one is a two so we take the two come in here UV scale good nothing's changing that's what I like to see same thing for this once this one's a four again gale and this one's a two you do at scale and these ones are for are both ball so we'll just take this for UV scale before you'd be scale now when I just this value to say to now look at that I just scaled it and I can do 1.5 so I can get an exact value and the reason I want to do it this way I'm going to be adding noise over the top and I don't want it to be tiled you could tie it this way but I'd rather it was tiled procedurally within I want to adjust the individual scales of the noise compared to the compared to the pattern tweak it you know fine-tune it so they start using this properly now to drive our material so let's create a material blender this strange come out without any coming without any inputs there but that's weird and let's create our base material which is going to be just our sort of dark use reflective color let's put this out onto surface and let's put this into our base color there we go we've got this like reflective surface now let's add our displacement from here sewing it added displacement node there is this place it's papa pattern into the texture map and let's just output that straight into displacement and there we go you can see now we've got these rings and circles appearing now let's I'm gonna go back to this camera because it gives you a better view of the actual displacement there we go so we do this rings quite high this rings quite low la-da-da so I'm just going to scale this to the value that I think I had it in the final which was 8 it's updates there we go and you can see this ring is far too prominent at the moment because that's because I forgot to turn it down into something a little less prominent then let's make this value 40 give it a second to update there you go that's better barbar better just create this copper and silver material pretty straightforward I'm going to grab materials again a new material choose copper and same this one we're just gonna choose silver and we're gonna put this as our layer one color and also we're gonna put it as our layer to blend color i layered two color and the silver we're gonna make our layer four color at the moment they're not blending together at all so we need to give them information in this blend color channel as in to which areas are going to be which material so let's start with our big circles first all I'm gonna take this color sub node go to layer one drop it down into layer one blend color there we go now we've got our gold discs I also want these rings to be I mean copper these rings to be copper so I'm gonna come down here take this who's that copper our little rings and I'm gonna make this layer blend color to and there we go now you can't really see it very well and that's because our values in our shader on 100% white so in between this and this I need to add in a ramp node let's take this into here input this into here output into our blender color and what we can is we just gonna crush this down there we go now you can see bring this value in you know nice and clear now now we're gonna do the same for the silver just here which is just these little dots small dots I'm gonna take this output from our small circles again I'm going to duplicate this ramp cuz I'm gonna use the same one for now I'm gonna input our bull dots but the material layer three blend color three and at the moment you cannot see anything because I accidentally put this material in to blend color for when it should be in latex out of three my bad just move this back up here there you go so now we've got our white or our silver dots now let's just make some of these materials a bit more interesting like this is to clean this black material so let's go for a max on noise get a ramp node that I run it through input out color I'm going to take this and we're going to put it into our reflection roughness now we change the noise type to something a bit more interesting say like Pok so do we got these I might increase the scale a bit there you go and then just increase the octaves give it more detail and this clamp this down because I don't want to be fully reflected at any point though this ray is black being completely smooth white being completely rough let's just put it that 20% maybe just bring it down a bit watch the values a little bit too extreme I might even make it not 100% white there you go just to see just to break up the surface a bit and then let's break up this displacement as well so let's use a another maxilla noise some noise we'll stick that into this copy this ramp down again and put it and this one we're going to go straight into a we're going to put it into our layer 5 or layer 4 of our displacement and change again to enable it paint it to lighten I can find it there is so let's just take a look at it first actually without it having to do with a calculating now we definitely don't want it to be a hundred percent that you see I mean right you wouldn't three hundred in black as we want to keep the black areas had secured this displacement so calculates faster also this noise is not the type of noise we want we want something a bit more interesting to this girl of wavy turbulence let's reduce the as make this why we go about there we'll just leave it as crush it maybe make it a bit more defined like contrasty that maybe have a bit more and then if we come to here I'll layer color we can just tweak this mix value even more and in fact I want it to sort of multiply with this top I don't want this to be flat white then let's change this to multiply so you think oh so you see it slightly coming in there see the slight variation increase it even more you see how it's just affecting this top let's just drop it down they go because I really only want it to affect the displaced areas I think I want to keep the base this bottom bit smooth then multiply it is the good because if it's black 0 times 1 is 0 so black stay black and multiply if we take a look at this now in the displacements let's pop it in its place get rid of that surface drop the old material stack on there we go see it's a bit too extreme right now though let me just drop this down maybe what not point 1 so yeah that's everything but go ahead and have a play around yourself with different types of c40 shader and see what you can come up with well done for making it this far if you liked the video please subscribe leave a comment especially if you have any questions or suggestions for future tutorials all the links to any assets views will be in the description below along with our patreon where you can download the project file for this final animation it's been a pleasure thanks for watching [Music]
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Channel: The Rook's Nest
Views: 3,716
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Length: 24min 48sec (1488 seconds)
Published: Fri Apr 03 2020
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