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Redshift C4D Thanks for purchasing the Redshift C4D Material Pack 3!

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)

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Reconnecting Textures
When you encounter a missing texture, here’s what to do.

Step 1:  Activate the Texture Node


Add a material to an object.
If a texture is missing, open the Redshift
Shader Graph and click on the RS Texture node
for the missing texture (this node is often
labeled with an actual texture name followed
by “: Texture”).
In the right panel under the General tab,
notice how the box below “Image” does not
display a texture thumbnail, but the name
(and usually path) of the texture is listed
below. This indicates which texture to look for
and where to find it.

Step 2:  Reconnect the Texture


In the Shader Graph’s right column, click the
button (featuring three dots) to the right of
the Path field. Navigate to the missing texture
and click Open to reconnect it. Notice how
the box below “Image” now displays the
texture thumbnail.

Tip: If you experience a group of missing files,


the Redshift Asset Manager (located under the
main Redshift menu) can help. It works in much
the same way as Cinema 4D’s Texture Manager.
With the Redshift Asset Manager open, highlight
a missing texture (or missing textures) and
choose Edit>Relink Files. Browse to the folder
containing the missing texture (or textures) and
click OK to relink all missing textures that exist in
the selected folder.

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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.

Step 1:  Activate the Material


Scaling basic materials in Redshift is handled
exactly the same as scaling regular Cinema
4D materials. Start by adding an image-
based material, such as RS Reptile Scales_4K,
to an object.
In Cinema 4D’s Object Manager, activate the
material.

Step 2:  Alter the Tiling


In C4D’s Attribute Manager, alter the number
of U and V tiles.

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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.

To control the amount of area covered by each


individual rust patch, a grunge map mask is
used (in this case, the grunge map is titled
“Iron Rusty 4K Metallic : Texture”).

To reveal more or less rust along the edges of


the model, a curvature mask is used.

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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.

To make it easier to see the grunge map


mask, connect the output from the Rust Body
Amount Ramp : Ramp node into the Surface
input of the Output node.

Black on the model indicates the presence of


rust and white indicates no rust.

Activate the Rust Body Amount Ramp : Ramp


node.

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In the column to the right, adjust the ramp to
increase or decrease the coverage of rust spots.

Restore the full material preview by connecting


the RS Material Blender node output to the
Surface input of the Output node.

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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.

Black on the model indicates the presence of


rust and white indicates no rust.

Activate the Rust Edges Amount Ramp : Ramp


node.

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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.

Activate the RS Change Range node.

Change the New Range Min and New Range


Max values until you achieve the desired
amount of rust.
Tip: In order to dial in the perfect amount, you
may need to return to the Rust Edges Amount
Ramp : Ramp node and fine tune the values.

Restore the full material preview by connecting


the RS Material Blender node output to the
Surface input of the Output node.

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Changing the Bump
To change the bump amount of materials, follow the step below.

Step 1:  Alter the Bump


To change the amount of bump on a material,
add a material such as RS Rock Fracture_4K to
an object.
Open the Redshift Shader Graph and click on
the RS Normal Map node.

In the right-hand column, ensure that the


General tab is active. Adjust the Scale Normal
value in either a positive or negative direction
depending on the look you desire.

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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).

If the model does not have adequate geometry


and it is parametric, open the Attributes panel
and increase the Segments value.
If the model does not have adequate geometry
and it is polygonal, use whatever method
necessary to increase the number of segments.

Step 2:  Enable Displacement for


the Object
Before material displacement can occur, the
object containing the material must have
displacement enabled. Begin by adding a
material, such as RS Ruby Crystals_4K, to an
object.
In the Objects manager, activate the object and
choose Tags>Redshift Tags>Redshift Object.

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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.

If the displacement will exceed a value of


1 (as it often does), increase the Maximum
Displacement value to something like 50.
Note: A higher number in this field provides
greater flexibility when working with
displacement, but may slightly slow the system.

Depending on the material, it’s also sometimes


helpful to uncheck Smooth Subdivision in
the Tessellation section. Be careful, however,
because unchecking this box sometimes
causes artifacts to appear in the bump/normal
of materials.

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Step 3:  Adjust the Displacement
Amount
Open the Redshift Shader Graph and activate
the RS Displacement node.

In the right-hand column, under the General


tab, adjust both the Scale value and the New
Range Max value until you are pleased with
the amount of displacement. Setting the New
Range Max value to around 1/3 to 1/2 of the
Scale value usually works well.

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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.

Step 1:  Alter the Color


Add a material, such as RS Leather Fine
Pebbled_4K, to an object. Open the Redshift
Shader Graph.
Activate the RS Color Correct node to the right
of the image-based texture (this node is often
labeled with an actual texture name followed
by “: Texture”).
Note: The RS Color Correct node sometimes
drops its name and renames itself Redshift
Shader. This appears to be a bug, but should not
affect the color correction process.

In the right-hand column, under the General


tab, adjust the Hue Shift slider (and other color
correction sliders, if desired) to modify the
texture’s color.

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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...

Step 1:  Explore the Metalness


Fresnel Type
Add a material, such as RS Floor Metal Plate
05_4K, to an object. Open the Redshift
Shader Graph.
Activate the RS Material node.

In the right-hand column, under the Base


Properties tab, in the Reflection section, notice
how the Fresnel Type is set to Metalness.
Adjust the Metalness value to alter the
metallic appearance.

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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.

Step 3:  Play Around with


Roughness
To modify the material’s roughness, increase or
decrease the Roughness value.

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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.

Step 1:  Change Light Output


Add an emissive material, such as RS Metallic
Prismatic Glow Sphere_PROC+, to an object.
Open the Redshift Shader Graph.
Activate the Emissive Material with Coat :
Material node.

In the right-hand column, under the Overall


tab, adjust the Emission Weight slider to affect
light output.

Step 2:  Change Light Color


In the RS Metallic Prismatic Glow Sphere_
PROC+ material example, the light color is
controlled by a Ramp node that is plugged
into the Emission Color input of the Emissive
Material with Coat : Material node. Light color
can be fully customized using the ramp, or
a uniform color can be achieved by deleting
the ramp and working with the material’s
emission color.
Let’s look first at how to customize colors
using the existing Ramp node.
Activate the RS Ramp node.

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In the right-hand column, under the General
tab, twirl down the arrow to the right of the
word “Ramp.”

Adjust individual ramp colors by double-


clicking on color stops and changing the Color
Picker values.

If a different color preset is desired, click the


Load Preset button and choose one of the
options.

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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.

Activate the Emissive Material with Coat :


Material node.

In the right-hand column, under the Overall


tab, click the color thumbnail to the right of
Emission. Use the Color Picker to select a color.

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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.

Step 1:  Explore the Back-lighting/


Translucency Section
Add a material, such as RS Stained Glass
Impressionism_4K, to an object (this material
has Back-lighting/Translucency, Refraction/
Transmission, and Coating properties).
Open the Redshift Shader Graph. Activate the
RS Material node.

In the right-hand column, under the Base


Properties tab, temporarily set the Refraction/
Transmission Weight value to 0 so it’s easier to
see the effect of Backlighting/Translucency.

Activate the Coating tab and temporarily set


the Weight to 0 as well.

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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.

After experimentation, set the Back-lighting/


Translucency Weight to 0.

Step 2:  Explore the Refraction/


Transmission Section
In the Refraction/Transmission section, play
around with the Weight value to see how this
slider controls the glass-like appearance of the
material. Unlike Back-lighting/Translucency
which simulates adding light, Refraction/
Transmission merely transmits existing light.

After experimentation, set the Refraction/


Transmission Weight value to 1.

Step 3:  Explore the Coating Tab


Hop over to the Coating Tab and set the
Weight value to 1. Notice how this adds a
bumpy coat on top of the glass material. The
bump is generated by a Normal Map that is
plugged into the material’s Coat Bump Input.

To eliminate the bump, unplug the RS Normal


Map node.

Tip: To reduce the sheen of the coating, increase


the value of the Roughness in the Coating section.

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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.

Step 1:  Reveal More or Less Mold


Along the Tiles
Add the material RS Bathroom Tiles
Moldy_4K+ to an object.
Open the Redshift Shader Graph. Activate the
Mold Amount Ramp : Ramp node.

In the right-hand column, under the General


tab, change the ramp values to add more or
less mold along the tiles.
Believe it or not, it’s this easy to customize
rust, moss, mold, and other attributes of
customizable materials. Just look for ramps
that are labeled with names that include
things like “Rust,” “Moss,” or “Mold.” Have fun!

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