3D World


Bradley Strong, New Zealand

- Mike Griggs replies

Redshift in Cin­ema 4D al­lows light­ning-quick, Gpu-pow­ered ren­ders. Still, like ev­ery­thing with com­puter graph­ics, even it can slow down when tex­tures be­come com­plex. Also, not all 3D artists use Redshift or Cin­ema 4D for that mat­ter, so how does an artist cre­ate tex­ture as­sets that are ef­fi­cient and easy to share? The an­swer is to bake tex­tures us­ing the Redshift bak­ing toolset.

So what is ‘bak­ing a tex­ture’? Usu­ally, a ma­te­rial or shader on a 3D model is re­act­ing to the lights and en­vi­ron­ment it is in. Bak­ing cre­ates a tex­ture file that em­beds all the so­phis­ti­cated shad­ows and light falloffs into the tex­ture file so that it can be ap­plied to a sim­ple model. This tech­nique is com­mon for game en­gines where it can also be used to pre­serve de­tails on low-res ver­sions of mod­els us­ing nor­mal maps. The Redshift Bakeset tools work with the Redshift AOV manager so that re­flec­tion, dif­fuse and spec­u­lar maps (amongst many other tex­ture types) can be cre­ated. Plus, Redshift al­lows the cre­ation of cus­tom AOVS. An artist can ex­port prac­ti­cally any part of the tex­ture set of a model in an im­age for­mat that can be quickly loaded into other 3D ca­pa­ble ap­pli­ca­tions.

An­i­mated tex­tures can also be baked, and as the Redshift bak­ing tools are GPU pow­ered, they can cre­ate the baked tex­ture maps in a frac­tion of the time of Cpu-based meth­ods.

Bak­ing tex­tures al­lows Cin­ema 4D’s and Redshift’s so­phis­ti­cated noises to be mixed with nodal tools, like the Color Layer node. Bak­ing frees up the need for this com­plex tex­ture to be cal­cu­lated on ev­ery frame. For ex­am­ple, we could bake a tex­ture with all of the shad­ing in­for­ma­tion,

like light­ing and spec­u­lar qual­i­ties, for the back­ground of a room with an ob­ject in the mid­dle. Bak­ing means all the cal­cu­la­tions that were re­quired to ren­der the back­ground room el­e­ments are no longer needed. This means quicker ren­ders, and the artist can con­cen­trate on light­ing the hero ob­ject in the mid­dle of the room with­out it in­ter­fer­ing with the back­ground.

In this ex­am­ple, I will demon­strate how to cap­ture the colour, light­ing and shadow of a model into one tex­ture and then ap­ply that to a sim­ple Cin­ema 4D stan­dard ren­der ob­ject.

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 ??  ?? The Gpu-pow­ered tools greatly speed up the cre­ation of baked tex­ture maps
The Gpu-pow­ered tools greatly speed up the cre­ation of baked tex­ture maps

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