HOW TO Realistic Shaders in Cinema 4d and Arnold | Plastic, Wood, Concrete and Metal | Tutorial #135

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in this video which is titled how to shaders we'll learn how to approach creating some of the fundamental shaders including plastic pocket or wood generally concrete and metal hey folks welcome to mograph floss this video is a free sample from our course the ultimate introduction to arnold 6 for cinema 4d it's a massive 12 hour scores in which we explore all the aspects of arnold for cinema 4d thoroughly make sure to check it out the link is in the description also be sure to subscribe and ring the bell to get notified about our latest videos let's start with plastics i'm gonna create a new standard surface shader rename it to plastic assign it to the shader ball and run the ipr and let's open up the shader itself for plastic shaders base color is the most important component and contributes the most to the final look let's use this yellowish orange color with the rgb values of 252 190 and 10 and set the base weight to 1. now coming down to the specular section i mentioned in the specular lesson that for most materials and shaders you can safely keep the specular weight and color at one and white to keep the shader as physically accurate as possible in the past we used to control specular weight and specular color and roughness and then define very specific ir values for each shader just forget that in this new approach specular weight is almost always one specular color is just a simple white color and the ior value for most daily shaders like plastic wood concrete and so on can be around 1.5 the only thing we are interested in is the specular roughness we add variations the specular roughness with a grayscale texture and that adds all the realism we need so add an image node and load this bw1 texture i'm going to set it as the beauty shader and set its scale u and v to 2. as this map will be connected to the specular roughness i'm going to change the color space to utility raw because we are in aces i discussed aces in the introduction section and it will be discussed thoroughly in the rendering section if we connect this map to the specular roughness as we learned before those dark patches are gonna make the surface sharper at those areas we want the opposite so let's invert the image a quick way to do it is going to be by using a complement or invert node we want to add this node after the image node a simple way to do so is that you can first select the node that you wanna you want the next node to be after then press ctrl tab and search for the node you want it to be added after in this case it's complement now if you press enter it will automatically be added after that node now the image is inverted and finally let's add a ram float node after the complement and connect the ram floats node to the specular roughness input and set the standard surface shader as the beauty shader uh i use the ram floats note to be able to adjust the texture values as soon as we add this variation to the specular roughness now we get a much more realistic shader the map is a bit too contrasty and i'm looking for something more subtle so i'm going to select the darkest values using my ram floats node and increase them to something like point 085 now the sharper reflections become a bit rougher then i'm going to select the brightest values of my texture which are responsible for these rough patches and set them to around 0.5 now they become sharper so this is the map after the complements node and this is it after we adjusted its values using the ram float node so using this ram floats node we made the darker values a bit brighter to make the sharpest parts a bit rougher and we also made the brighter parts quite darker to make the rougher parts much sharper and that is the shader we get in terms of importance of components for plastic shader or anything similar now we need to work on the subsurface scattering so open up the subsurface scattering section set the weight to around 0.5.6 depending on the particular plastic the sss weight can be quite low or high you need to look at your reference image and see if it has a lot of sss or not and then decide on the subsurface scattering weight set the radius to around 1 centimeters for the color i'm gonna copy the base color and paste it here as well and this really adds quite a lot to the overall realism of the shader it's beautiful the next thing to consider is to work on the bump mapping for most surfaces you need an overall unevenness that can be achieved with a simple noise and then more high frequency details which you can just reuse the specular roughness map for it now let's add a bump to the node now should we use the original map or the inverted version if i set the complement shader as the beauty shader we know that these white patches are making the specular reflections rougher and the dark patches are making the surface sharper if we consider bump map these white patches will add bump and dark patches will add indent and that is what we want so connect the complement to the bump map input of the bump 2d node and bump 2d node to the normal input of the shader and set the shader as the beauty shader the bump amount is clearly too much let's try 0.05 centimeters still too much let's try point zero one you know bump mapping can be a bit tricky so when i add bump mapping i tend to scale up the render to see what is happening in the final render so let me draw a region and set the scale to 200 percent in the ipr now you see even point zero one centimeters is too much for a fairly smooth plastic surface let's reduce it to something like point zero zero two centimeters i think this is good we don't want to exaggerate anything subtle and little is always better so that's the high frequency details let's disable the region and set the scale back to 100 percent now let's quickly add that general unevenness to the surface using a noise note most of the materials and surfaces surrounding us in real life are not made perfectly it's not going to be perfectly smooth there is some sort of waviness to it and if you take a look at any reflective surface around you you can see that overall waviness and unevenness to them so add a noise node set it as the beauty shader set its scale to around 13. now connect it to a bump 2d node and connect the bump to the node to the normal input of our main bump to denote in the chain now if i increase the bump height in the new bump 2d note to something like five centimeters you can see that's the type of unevenness that i'm talking about but we want it to be subtle here so let's set the bump height to around 0.4 centimeters now let's see what we get now this is a pretty good plastic shader and you can call it a day one other thing that you can add to your shader to make it more realistic is to make the perpendicular faces a bit sharper compared to the parallel faces to the viewing direction we can do that simply using the code section of the shader we talked about this specific topic in the coating lesson for now let's set the coating weight to around 0.5 and coat ior to around 1.2 so the code will be limited to only the perpendicular faces and decrease the roughness to 0.05 and this will add another level of realism to the overall shader we can go ahead and add a bit of variation to the code roughness but this is enough for now now let me show you a final render for this shader and here it is now the good thing is that this whole shader is being controlled with one map that is connected to both the specular roughness and bump input if you load another texture you would get an entirely different look now let's quickly turn this into a red plastic shader duplicate the original one and assign it and we can rename it to plastic red or something like that now we just need to change the base color and the sss color to any other color we want let's go for a red color with the rgb values of 184 37 and 37 and copy the same color to the sss color as well i think the roughness map can be adjusted a bit i just want to make this rougher parts a bit sharper specular roughness map is not that contrasty so select the ram float node and decrease the y value for the second point to something like 0.4 now let's see what we get and i can just show you the final render for this shader as well here it is very nice very nice and touchable so that's about the plastic shaders let's pick up the piece a bit and go for a wood parcher add a new standard surface shader rename it to parkit and assign it open it up load this woodparket.png texture as this is the base color texture set the color space to utility srgb texture let's set it as the beauty shader to see how it sits on the geometry i'm going to set the scale u and v to around 0.75 connect it to the base color and set the base weight to 1 specular weight color and ior can remain at the default state as we discussed for the plastic shader let's go for the specular roughness immediately and load this wood park it's bw02.png change the color space to utility raw and scale to 0.75 like our base texture as the previous shader i'm gonna quickly invert the texture as this texture was created for glossiness workflow so add a complement node after it now add a ram float after the complement to be able to adjust the texture i'm just gonna make the dark values a bit brighter by increasing the first point y value to around point two now connect this to the specular roughness and set the standard surface as the beauty shader next let's go for the bump uh for this i want to use both the map that we use for specular roughness and add this second map as well so add an image node and load this woodparketbw.png to combine the two maps add a layer rgba node and set it as the beauty shader connect the complement node to the layer 1 input and the second image as layer 2 input change the operation mode for the second layer to overwrite and set the mix or opacity to around 0.7 so we can reveal the first layer a bit let's set the standard surface as the beauty shader and connect the layer rgb node to a bump to the node and bump to the node to the normal input of the shader and set the bump height to around point 15 centimeters let's add that general waviness like the plastic shader i'm just gonna steal that noise and the bump map from one of the plastic shaders so select them ctrl c to copy and paste in the wood shader using control v and connect this bump to denote to the normal input of the existing bomb to denote now let's add the code i'm going to set the code weight to around 0.3 roughness can be changed depending on what we are trying to achieve point one is good here and let's decrease the ir to 1.2 and this is our final shader let me just show you this final high resolution render now let's quickly create a concrete shader as well so create a new standard surface shader rename it to concrete and assign it open it up for the base color load this concrete01d.png we can set the color space to auto as the map will be used for specular roughness and bump mapping as well set this texture as the base color and set the base weight to one in the image node we can disable uniform scale and set the scale u to around 0.8 so the map sits nicer on the shader basically more squared i'll be using the same map for the specular roughness as well so we need to invert it add a complement node and use the image as its inputs and now we have an inverted map add a ram float after it in case it's needed and now connect it to the specular roughness input depending on how much sharp or rough you want the concrete to be you can simply adjust the ram float and make it darker for sharper concrete or make it brighter for a rougher concrete specular weight color and ior can remain at what they are finally let's add a bump to the node set the pump height to around 0.1 and use our original map as the bump map input and set the bump height to around 0.1 centimeters and here is our final render and final shader let me just show you here you can add the second bump map like the previous shaders but in very rough surfaces like concrete it won't be that visible and the same thing is true for the code component finally let's create a metal shader so create a new standard surface rename it to gold and assign it to the shader ball and open it up in the second lesson of this section we talked about metalness and how to create metal shaders in this case increase the metals to one and use the gold preset to get started immediately let's work on the specular roughness i'm gonna add an image node and load this map that is called metal roughness and set the color space to utility raw add a ram floats node after it and connect the ram float to the specular roughness input you see the result is a bit too rough so in the ram floats node make the brighter parts of the texture that cause that roughness to be a bit darker maybe from one to around point four so imagine basically if you decrease the roughness value itself from one to point four it would make the overall shader much sharper and now we are basically doing the same thing by making the brighter values quite darker therefore the overall shader will be much sharper i'm also going to select the texture itself and set its scale 2 2 and 2. let's quickly add a bump to the node set the bump height to something very low like around point zero zero eight centimeters use the same texture as the bump map input and connect the bump to denote to the normal input of the shader we can copy the noise bump mapping from one of the previous shaders and connect the output of the bump to the node to the normal input of our existing bump to denote and this is a very quick metal shader let me show you the final render if you want to change the whole feel and look of the shader simply change the texture that controls both the specular roughness and bump mapping and this will give you a totally different result let's quickly create a copper shader as well simply duplicate the gold shader and rename it to copper and assign it and in the standard surface shader change the preset from gold to copper and that's it you can change the base color maybe add a bit more saturation to make it a redder copper but that's good for now and let me show you [Music] a high resolution render for this shader as well so that's how you approach creating different shaders in arnold in their simplest form obviously these can get much much more complex than this but now you have a very very good foundation to build upon it's a very simple approach specular roughness is the key to everything and you build around it so in this lesson we'll learn how to create shaders like plastic parket concrete gold and copper make sure to visit our website mographplus.com or our gumroad page at gumroad.complus and check out our premium cgi and rendering courses for cinema 4d 3ds max maya arnold corona vray redshift octane and so on see you in the next video you
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Channel: MographPlus
Views: 24,807
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Keywords: Cinema 4d, Arnold, C4DtoA, shading, lighting, tutorial
Id: Qml8EakEAQ4
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Length: 22min 28sec (1348 seconds)
Published: Tue Sep 01 2020
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