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Before
getting started, it’s helpful to note that materials in this pack are
Material Pack 3 classified into four categories:
Helpful Tips 1) Those with a “4K” suffix feature 4K image and texture maps.
2) Those with a “4K+” suffix feature 4K image and texture maps,
plus the ability to control certain parameters (such as the
amount of rust) using a Ramp node.
3) Those with a “PROC” suffix feature fully procedural materials
that can be scaled without limitation.
4) Those with a “PROC+” suffix feature procedural materials that
contain secondary 4K grunge, normal, and curvature maps.
This document is designed to help you get the most from these
versatile materials by covering the following topics:
Reconnecting Textures (p. 2)
Scaling Basic Materials (p. 3)
Scaling Advanced Materials (p. 4)
Changing the Bump (p. 9)
Working with Displacement (p. 10)
Changing the Color of an Image-Based Texture (p. 13)
Controlling Reflection (p. 14)
Changing Light Values of Emissive Materials (p. 16)
Controlling Translucency (p. 19)
Modifying Customizable Materials Using Ramps (p. 21)
1
Reconnecting Textures
When you encounter a missing texture, here’s what to do.
2
Scaling Basic Materials
Basic materials include only image-based textures or procedural
patterns. These materials do not use Curvature and Ramp nodes to
control the amount of edge wear, object damage, staining, rust, mold,
and/or moss. To scale basic materials, follow the steps below.
3
Scaling Advanced Materials
Advanced materials use Curvature and Ramp nodes to control the
amount of edge wear, object damage, staining, rust, mold, and/or moss.
Because of this, changing a material’s UV values alone will not achieve
the desired results. In order to properly affect attributes like edge wear,
certain nodes must be experimented with. To scale advanced materials,
follow the steps below.
Step 1: Examine the Masks
More advanced Redshift materials, such
as those that feature customizable edge
wear, object damage, staining, rust, mold,
and/or moss, require material scaling via a
combination of the UV tiles and the Redshift
nodes. When working with materials that
feature an image-based texture, such as the
RS Rusty Steel_4K+ material, overall scaling of
the rust patches (which are controlled by an
image-based texture) is handled first via the
UV tiles (as covered in the previous topic).
Once the image-based textures have been
scaled via the UV tiles, scaling of the edge
wear, object damage, staining, rust, mold, and/
or moss is handled second via the nodes. In
this topic, we’ll focus on tweaking the amount
of area covered by each individual rust patch,
and the amount of rusty edge wear. Start by
adding a material, such as RS Rusty Steel_4K+,
to an object. Open the Redshift Shader Graph.
The Steel material is layered on top of the Rust
texture via a Material Blender node.
4
Step 2: Control the Amount of Area
Covered by Individual Rust Patches
To control the amount of area covered by each
individual rust patch, we will need to alter
the Rust Body Amount Ramp : Ramp node
associated with the Iron Rusty 4K Metallic :
Texture image-based map.
5
In the column to the right, adjust the ramp to
increase or decrease the coverage of rust spots.
6
Step 3: Reveal More or Less Rust
Along the Model’s Edges
To adjust the amount of rust along the model’s
edges, we will need to play around with the
Rust Edges Amount Ramp : Ramp node (to
the right of the RS Curvature node) and the RS
Change Range node. This process sometimes
requires dancing between the two.
To make it easier to see the curvature mask,
connect the output from the Rust Edges
Amount Ramp : Ramp node into the Surface
input of the Output node.
7
In the column to the right, tweak the ramp to
increase or decrease the amount of rust. If you
achieve the desired amount, you’re done. If
not, move on.
8
Changing the Bump
To change the bump amount of materials, follow the step below.
9
Working with Displacement
Many materials in the Redshift C4D Material Pack 3 feature height maps
for altering the displacement of a material. To affect the displacement,
follow the steps below.
Step 1: Ensure That the Model Has
Enough Segments/Geometry
The first step toward displacing a material
is to ensure that the model has enough
segments/geometry.
In the Viewport, find the Display menu and set
it to Gouraud Shading (Lines).
10
With the Redshift Object Tag active, open the
Attribute panel and activate the Geometry tab.
Check the Override button and enable both
Tessellation and Displacement.
11
Step 3: Adjust the Displacement
Amount
Open the Redshift Shader Graph and activate
the RS Displacement node.
12
Changing the Color of an Image-Based Texture
Some materials in the Redshift C4D Material Pack 3, such as RS Leather
Fine Pebbled_4K, contain a RS Color Correct node to make it possible to
change the color of the material. To learn how to use this node, follow
the step below.
13
Controlling Reflection
Since lighting has a dramatic impact on the appearance of materials,
it’s important to know how to adjust a material’s reflection values. The
three most powerful ways to affect reflection are by changing the
Fresnel Type, IOR or Metalness, and Roughness values. Here’s how...
14
Step 2: Explore the IOR Fresnel Type
Now change the Fresnel Type to IOR (Index of
Refraction). Set the IOR value to 1, 1.5, and 2
to see how this affects the reflection.
15
Changing Light Values of Emissive Materials
Emissive materials in the Redshift C4D Material Pack 3 feature the
ability to alter both light output and color. The process is below.
16
In the right-hand column, under the General
tab, twirl down the arrow to the right of the
word “Ramp.”
17
Now let’s look at how to achieve a uniform
color by working with the material’s emission
color.
Begin by activating, then deleting the RS
Ramp node.
18
Controlling Translucency
Translucency in Redshift is handled in three different ways. The
first is Back-lighting/Translucency which makes it possible to mimic
subsurface scattering’s gel/wax-like effects without substantially
increasing render times. The second is Refraction/Transmission which
makes it possible to add glass-like effects. The third is Coating which
makes it possible to add a glass or plastic-like layer on top of the
existing material. Bump effects can then be added to this coat layer.
19
Return to the Base Properties tab and change
the Back-lighting/Translucency Weight value
to see how this slider affects the subsurface
scattering, gel/wax-like appearance of the
material.
Tip: In order for Backlighting/Translucency to
have full effect, the Diffuse channel Weight value
must be set to 0.
20
Modifying Customizable Materials Using Ramps
Many materials in the Redshift C4D Material Pack 3 are customizable.
For instance, metals such as RS Metallic Fortress Disrepair_4K+ and
RS Painted Rusty Steel_4K+ include ramps to control the amount of
rust. Non-metallic materials like RS Bathroom Tiles Moldy_4K+ feature
a ramp to increase or decrease the amount of mold. The process for
customizing is below.
21