Halftone shader in Redshift - Spiderman Into the Spider Verse Tutorial


#1

Hello!

So I’ve decided to get into making Cinema 4D tutorials, and thought I would start with this shader in Redshift. It would be good to get some feedback from the community as to whether it’s useful at all? Gonna try and build up a good selection of tutorial over the next few months. With the next coming in the next couple of days. So if there is anything you hate about it please do let me know!

Anyway, if you do like it, please subscribe!

Thanks!

Alex


#2

You’ve been able to get further than I did with Redshift 2.6 as it did not have Gentlemen projection. I used Adrian’s, NPR Lambert shader tutorial and virtually identical texture layering as you but it never looked right.

The biggest limitation in replicating this effect is not being able to replicate the Lambert utility node in Redshift. It’s so useful but I doubt Redshift will ever have this because they shade once and once only.

It’s surprising to see that there’s still no way to procedurally alter the ramp node knots after all this time.

I thought Redshift supported the new node system in C4D, is short of functionality too?


#3

You could always just crop the textures in photoshop to match your output dimensions. That way you don’t need to do that stupid gentlemen projection hack.

They do have a toon shader on their Trello development schedule, not sure how long before they reach it though.

I took a brief look at the new node system, but it felt a bit clunky and didnt seem to add any extra functionality. Plus I’m too used the xpresso node graph.


#4

@DeputyNettles

You can use Xpresso to control ramps (as well as most things) in Shader Graph.

Grab the RS logo at the top left of the Shader node attributes window onto the Shader Graph (Xpresso) area. You’ll now have access to all controllable attributes of what ever Shader Node you’ve dragged the logo from.

You can then right-click and choose New Nodes etc. on the Shader Graph window and get access to a lot of Xpresso functions to control that as you need to.

This method will work directly in an Xpresso window as well for full Xpresso function as required.

RS_Shader_Node


#5

Thanks Drew! That’s amazing. You’re far more useful than Google. I feel like I can do so much more now.

Is that mentioned in the manual anywhere? I read it through but couldn’t find anything…


#6

It’s not in a manual I’m aware of, but the same basic functionality is spread throughout Cinema 4D, albeit that a lot of people don’t know about it.

A lot of controls are accessible in Cinema 4D by dragging and dropping from the same basic logo position from any Attributes panel or, for instance, you can drag and drop the texture preview graphic in layers of standard/physical as well as Redshift materials etc. to the Xpresso window and open up control of all those attributes.

The RS Shader graph is basically an Xpresso window and therefore a lot of the same principles apply.

Anything that may be limited in an actual RS Shader Graph window (either by function or missing Xpresso commands) can be controlled by a separate Xpresso window as well.

As a lot of this isn’t listed in a manual, my strong suggestion is to click on things and drag them to Xpresso or Shader Graph panel and see what happens and/or right-click properties and see if XPressions>Set Driver is in the menu and then you know it can be controlled. Experiment. You’ll be surprised.


#7

They’ve been claiming they’ve been working on a toon shader for over two years now and so far nothing has been delivered.

I saw a GTC presentation where they announced the Toon Shader and it convinced me to buy Redshift. Most of our stuff in NPR and we wanted a GPU based Sketch and Toon equivalent. Frankly I don’t trust anything that comes out of Redshift until it’s delivered, anything they say is coming add 6 months to a year to.


#8

Thanks Alex, yes it is useful.

Always interested in more Redshift tutorials!