Using Light Gobos in Redshift | Greyscalegorilla Product Training

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hey chad here from grayscale gorilla and in this video i'm going to show you how to get up and running with our gobo textures in redshift if you're a grayscale gorilla plus member you'll get access to this pack of gobos plus our entire material library all of our plugins and all of our training so let's talk about gobos gobo stands for goes before optics it's a common phrase used in stage and film lighting it literally means to put something in front of a light to throw some interesting shadows into your scene gobos can emulate anything from venetian blinds to tree branches or maybe some abstract shapes and we've got a set of 60 in greyscale gorilla plus that i think you're going to like so let's jump in all right so here we are in cinema 4d i have got redshift going um i've got a really simple scene here i'm going to actually pop out of my perspective view so you can kind of see what the scene is doing and it's a really simple scene i've got an hdri i've got a couple of walls a couple of stone blocks two vases and a fake floor but from the right vantage point it can look pretty interesting and you can see here we've got a gobo light assigned to a spotlight here in redshift and it's all set up and that's what we're going to be showing you how to set up here using our new gobo maps here down here in the plus library okay so let's turn off our finished gobo and i'm going to turn on a generic redshift spotlight in fact i'm going to turn off every light except for this new spotlight that i just created now right off the bat redshift spotlights are like ridiculously bright so i'm gonna go ahead and turn this down and i am going to then have a choice to make there's a couple different ways you can set up gobos in redshift you can do it right here in the texture slot or we can connect a graph to our spotlight i think we're going to start with the texture method and then we'll show you the graph method if you are a plus member you have access to a nifty plugin called drop zone which you can see at the bottom of my screen right here if you have drop zone and you have your spotlight selected and you drag the word texture into drop zone and you let go it's going to create the hdri link tag for you and apply a gobo right off the bat pretty cool right now if you don't want to use that workflow of course you can just let's just undo that and get back to an undo hopefully and we'll just grab our spotlight here and you can open up your plus library and drag a texture over to the texture there and it'll have the exact same effect uh i am right now gonna use the the previous method with using drop zone just because it's nifty and it's cool so let's do that connect that up and once that's connected i have the light selected and i've made our link tag selected i can now jump into the plus library over to the gobos tab and start trying out different gobos so let's try maybe this blinds 19 which has some nice like trees coming through there and you can see it's not very bright so we grab our spotlight here and let's bring it up to maybe something like this it's a bit too bright right now but for now it's fine so this method is kind of interesting because now you just have a very simple way to get into your gobo if you want to have more control over it you're going to use a different method but for right now we're going to stick with this and the way that you would position and offset this gobo map is going to be directly through the spotlight rotation you're basically just going to point the light in a slightly different direction so we start pointing this light maybe down a little bit and off to the side something like this and then maybe we want that light to rotate back this way a little bit more and there you go uh let's go and turn on our each dry so we have a little bit more of that room ambient light which is kind of cool so this is the most simple way to get a gobo going uh in redshift a couple other things that you want to remember too is jumping into that objects tab in your light uh you can adjust the of course it's got all the regular controls of a spotlight but one nifty kind of thing if you jump over to details is you can actually control the softness of the gobo based on the softness of the shadow so if we take the spotlight and let's just go ahead and rotate it back up a little bit against that wall so just so i can see the shadow of our vase right here so grab that spotlight go under details turn on softness effects gobos and right now we don't have any softness on this light which looks a little unnatural so if we take the shadow softness and bring it up to like maybe a one you can see it's affecting the softness of our of our vase shadow but it's also affecting the softness softness of our gobo which is kind of a cool feature of course you don't have the ability to decouple that and adjust it separately which would be kind of neat but doing something like this you can get kind of a more natural look of course you can just turn that off and just go straight in like that and control your softness independently of your actual gobo which by the way if you turn that off you do have to come back over into object or wait no it is in details but let's just change this up to like three so we can really soften up that shadow okay um that is a simple way of doing it but it doesn't have a whole lot of control you don't have any of the control over the actual position of the gobo aside from pointing the light at a different area in your scene so i'm going to go ahead and undo actually i'll just delete this tag and i'm going to go ahead and delete the texture and get us back to more of a default state here okay so this method is this other method is my preferred method of adding gobo to a spotlight and that is going to be to create a shader graph so let's go ahead and add a graph and it's going to immediately add a spotlight material graph in my material lister over here so let's select that and jump into our material editor and you can see we've got our physical light showing up as a node here so now what we want to do is we want to hook up our our gobos into this node structure so i'm just going to do that really quickly by coming over here grabbing like maybe blind zo4 jumping back into i'm just hold i'm dragging this node over and dropping it into my material lister here my material editor rather and we're just gonna put this and pipe this directly in to our general color and we'll let that update and there you go now what's great about this method is now we can color correct this gobo we can offset its uv so we can get a little bit more control over what our gobo is doing but we haven't hooked it up to hdr link yet so let's just do that really quick grab the spotlight grab hdri link let's grab dar our texture here and we're going to drag the word file name right onto h drive link here and now we have it all linked up and we can jump into our library and try different gobos now let's try maybe let's do maybe a window that's cool let's jump into our shader graph here and offset its texture a little bit maybe something like that that looks pretty cool let's go ahead and try maybe a different one let's try maybe uh maybe one of the caustics that we have we have a bunch of really great gobos in here do the caustics and you can see we've got we need to widen out our spotlight a little bit because right now it's a little bit uh not wide enough so we'll just jump into our cone angle and just widen that out just like that now if we want to have more caustic pattern on the scene all we have to do is jump over to our uh our matu i didn't mean to delete that jump over into our material editor again and this time we're gonna change our scale to maybe like 1.5 and 1.5 we're just going to basically tile that which is nice so we can tile this up and and make it look the way that we want this particular shot i would probably bring the camera exposure down a little bit maybe just to get a little bit more of that of that dark kind of like light reflecting off a pool or something like that so um now we've got our redshift uh spotlight material set up with our gobos and let's just jump back into our plus library and select that light again and maybe uh head on over to the gobos tab right there and let's try a couple other ones we've got some nice ones that kind of look like tree dapple kind of like light coming through a tree which is really nice let's see let's make sure that's actually oop i didn't have the tag selected there we go all right so let's go ahead and offset this one see where we want it to be so this one i don't want to repeat i just want to do a tile of one and this will center it back up there and now we have a nice like tree dapple and in this case we'd probably want the sun to be a little bit brighter so i'm going to grab that spotlight and we're going to jump into the object and it's bring the exposure up a little bit on that another thing to remember too uh when you're messing with gobos is you want to make sure that they feel motivated and what i mean by that is like you don't want to have this sort of tree dapple in a shot where let me just bring the camera out if you can clearly see there's no tree anywhere near it then this is going to feel kind of weird to you so when you when you're picking a gobo try to pick one that looks motivated uh specifically what works in this scene are well this one works pretty well the reason i chose this scene is because it's kind of versatile in that way but if i grab one of our other blinds and we kind of mess around with the uh the tiling or sorry the offset to kind of make it look like this is a window in the room and it is shining on the wall and of course we can even adjust the rotation do something like that and this is a bit bright now it's a little too bright so i'm gonna bring that exposure back down and what this does is it it feels like there's a light in the room so it's motivated if it's not motivated it's gonna feel um really odd and off-putting and you're not really gonna know where that light source is coming from so this is very helpful another really nice feature about doing it with the shader method is then you could throw a color correct in here and you could do things with it you could tint it you could mess with the gamma you could do all kinds of interesting stuff with that so um yeah that's kind of uh a tip there for you um the other thing that i want to talk about is um the idea of this is a bit off topic for this video but the idea of exposure so uh when i'm playing around with a gobo like this from an outdoor kind of look i'm gonna make sure that i'm blowing out my highlights a little bit to make it look like that's the sun and i'm doing that through very bright lights and of course a camera exposure uh on my camera or camera tag messing around with the exposure the f-stop actually and i've got some render settings using it the new aces workflow in redshift here but um yeah so uh if you're a plus member you have access to all these great gobos right now plus uh you have access to all kinds of other hdris textures materials and stuff like that um so yeah go in there have a play with them share what you make we can't wait to see what everybody starts making with these things they're a lot of fun to play with and they can just add like a really nice little subtle you know hint to you to your lighting in your scene uh yeah hope you enjoyed the video and i will see you in the next one
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Channel: Greyscalegorilla
Views: 42,111
Rating: undefined out of 5
Keywords: Cinema 4D, c4d, tuts, tutorials, motion graphics, greyscalegorilla, c4d tutorials, cinema 4d tutorials, gobos, light gobos, gobos in c4d, gobos in cinema 4d, gobos in redshift, redshift, redshift renderer, chad ashley
Id: mDT94FHPg9c
Channel Id: undefined
Length: 12min 0sec (720 seconds)
Published: Tue Nov 23 2021
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