Redshift PBR Material v1.0+使用教程
这个Cinema 4D插件只需单击一下即可为具有 PBR 结构的 Shadergraph 创建一个整洁且易于使用的 Redshift 材质。
根据您需要使用的纹理贴图数量,创建一个友好的节点系统,所有内容都可插拔并运行良好,可能会很累且耗时。当您需要基于多个PBR纹理创建许多不同的材质以在没有UV贴图的情况下使用时,这个问题甚至更糟。在这种情况下,每个材质上的每个纹理都需要 TriPlanar 节点,并且可能需要一个渐变或颜色校正节点来控制每个纹理的行为,以及一个用于重新映射所有纹理的绑定。
如果您没有 Redshift PBR 材质插件,这是一项非常耗时的任务。
使用此插件,所有相关贴图将根据给定目录中的一些可自定义关键字自动获取。然后,材质将在组织良好的节点系统中创建,Triplanar和切换器可以在着色图中打开或关闭它。
加载插件后,将打开一个可停靠的 UI,其中包含直接在布局中可用的所有控件,因此您可以根据需要创建任意数量的不同材质,从而加快流程并保持一致性。所有这一切都只需单击一下。
This plugin will create a tidy and easy-to-use Redshift material for Shadergraph with a PBR structure in just 1 click.
Depending on how many texture maps you need to use, the creation of a friendly node system with everything plugged and working nicely can be tiring and time consuming. And this problem is even worse when you need to create lots of different materials based on several PBR textures to be used without UV map. In that case you'll need TriPlanar node for every texture on every material, and probably a Ramp or Color Correct node to control the behavior of each texture, plus a rig to remap all of them.
It is a really time consuming task if you don't have Redshift PBR Material plugin.
With this plugin, all relevant maps will be taken automatically based on some customizable keywords, from a given directory. Then the material will be created in a well organized node system, with Triplanar and a switcher to turn it on or off within the Shadergraph.
Once you load the plugin, it's gonna open a dockable UI with all controls available directly in your layout, so you can create as many different materials as you want, speeding up your process and giving you consistency. All of this in just 1 click.
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