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AHTYA09 - Shading in Redshift 3D

This time it's about shading the procedural sculpture in Redshift3D using its point color. After revising the color creation we'll import Cd to the Mat context to be used by Redshift. Instead of defining the final colors in the geo context, though, we'll do this inside of the material, as Redshift has a less difficult time, updating only the shaders on the GPU. We develop a proper material network to define the objects final appearance.

The texture used in this tutorial is unfortunately not available as it comes from textures.com and may not be redistributet, but any concrete texture you find online will do. 


AHTYA09 - Shading in Redshift 3D

Comments

Heyhey, this should work: Bind your attribute, pipe it into a ramp, wire that into the diffuse color input of a classic shader, apply the classic shader to your geo: https://entagma.com/site/uploads/2019/11/mantra_ramp_by_cd.jpg Cheers, Mo

Entagma

Hi, Thank you for this video. I tried to adapt this workflow to the standard Mantra Material system with the Principle Shader but I can't find a way to get the Cd attribute into the network and use a gradient on it. There is an option inside the shader node (use point color) which automatically import the attribute inside of it but I can't find any external node to do it properly. The "import point attribute" node doesn't seem to work as it needs a external geo file. Do you know if there is an equivalent of the RSparticle attribute import for Mantra which return the attribute value of every point and output it inside the base color of the shader so than we can create a graph (like gradient process) between the two nodes ? Thanks !

zepixel

Thanks for the reply. Great thing you got here!

Luis Román

To my knowledge that currently isn't natively supported by Redshift. There are some hacks like creating three volumes (Red/Green/Blue) and splitting your color info into those, then overlaying them. It's one of the big feature requests in RS. Cheers, Mo

Entagma


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