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Repeating offset pattern in Redshift

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redshift hexa pattern prep or nodes speed texture
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  • MaverickMongoose
    MaverickMongoose last edited by Dr. Sassi May 26, 2023, 5:10 PM May 25, 2023, 9:46 PM

    Hi there,

    Any idea how to create a pattern like the attached in Redshift (with alternating rows offset)

    I guess you could do something complex with layers and masking but I was wondering if there was an easier way.

    Cant seem to upload images heres a link https://we.tl/t-Gbv29bUGlN

    Cheers!!

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    • Dr. Sassi
      Dr. Sassi last edited by Dr. Sassi May 26, 2023, 4:30 AM May 26, 2023, 1:56 AM

      Hi MaverickMongoose,

      Not only more accessible but also much faster. I would always: Prepare it. (From my point of view, and the text below might sound opinionated, but I love quality and do not like to work with gamma or sRGB, OR Rec. 709 limitations.) Yes, I know you asked for the version inside of Redshift 3D.

      In short, if one can prepare, why put a load on the render engine over and over again?

      It is easy to do with a few nodes and layer it with 0.5 offsets to each axis, then scale it to 100 in the texture, and all seems fine. Just try that, and render it at least twice to get the internal prep time out of the equation. Here on my machine, it takes longer. Around 20% longer. Your results might vary, of course.

      What I do, is to have images always in the "2 power of X", e.g., 2048x2048; this is what graphic cards read best, not a single pixel derivation of it if possible. OpenEXR, of course, and I love to keep it in ACES 2065-1 (Nope, not ACEScg, but that's just me).

      I prepare those patterns in Photoshop. Here I took a second layer, with 1024 offset for both directions, Filter> Others> Offset…

      Since it was black and white, Darken or Multiply would be just fine to layer both, then merge. That took 6 seconds to render; the setup with nodes Color Layer and everything in Redshift 3D, well, try it.

      Here is a jpg, not my favorite format for texturing (8bit only and gamma, but for black and white, and to keep the storage small here, I go that route). In my own work, OpenEXR, nothing else, for over a decade.
      https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2023_PROJECTS_DRS/COCO_Logo_jpg.zip
      (This is copyrighted content, and we have no license to use it, I will take the link down soon).

      All the best

      Dr. Sassi Sassmannshausen Ph.D.
      Senior Trainer, Maxon Master Trainer, L&D - Strategist
      Cinema 4D mentor since 2004, Member of VES, DCS.

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      • MaverickMongoose
        MaverickMongoose last edited by May 26, 2023, 3:03 AM

        Thanks again Sassi for the detailed response! I guess I'll just stick to Photoshop in that case, just thought there might be a node I didnt know about. Have a great weekend!

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        • Dr. Sassi
          Dr. Sassi last edited by Dr. Sassi May 26, 2023, 3:28 AM May 26, 2023, 3:28 AM

          You're very welcome, MaverickMongoose.

          Perhaps a mixed version (Not solved as your headline asked for it in RS alone): where the tiles are produced in the Material Tag settings. So, for each object with a new Material Tag, you must set this up tiles again (if you don't copy it). This is the lowest stress in the nodes for a layered result, while you get your large repetition anyway. It is fast.

          https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2023_PROJECTS_DRS/20230525_CV4_2023_drs_23_REhx_02.zip
          (This is copyrighted content, and we have no license to use it, I will take the link down soon).

          I left the node for the 2K image from above in it for comparison; the HDRImage needs to be retaken from the Material (or Content Browser.)

          All the best

          Dr. Sassi Sassmannshausen Ph.D.
          Senior Trainer, Maxon Master Trainer, L&D - Strategist
          Cinema 4D mentor since 2004, Member of VES, DCS.

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