Architectural Visualization with C4D and Octane: Creating the Wall Shader

Photo of Brandon Clements

Instructor Brandon Clements

Share this video
  • Duration: 05:32
  • Views: 2214
  • Made with Release: 18
  • Works with Release: 18 and greater

This video will show you how to create a convincing wall shader. The key components are gradation, tone, and roughness maps to add visual interest to a seemingly simple material.

show less

Transcript

Welcome back. And this video we're going to load up a substance into the asset manager, and we're going to use it for the wall shading. So without further ado let's go ahead and load a substance. And once I have that substance, I'm going to go ahead and just hit no so it just lives on my drive and not in a project location. And first thing we're going to do is come down here and change the height and the width to 2048. And you can see, as soon as I actually selected the dry wall, we get a material that's created for it. So we're going to come up to plug-ins and we're going to go ahead and convert that material. So let's just go ahead and double-click on this. We're going to look at substance shader and we have the base color and we can change this one. Actually we don't need the specular in this case, just for this substance that I've created. So instead I'm just going to copy this. We're going to use it in some other different channels, including the roughness. So we can just paste it and then just change it to roughness, and come down to the normal and make sure that's lined up correctly. And we don't need to use displacement. We're not going to waste any more texture memory for displacement. And let's go ahead and change our index to 1.5. And once we have that done we're just going to click and drag and drop onto our wall and we're also going to use it for the ceiling. So for the wall and the ceiling, I already had a material in here that I was messing with, so that's why the tags are already there. For the ceiling I'm just going to use it for the UVW mapping, it's fine. And for the walls I'm going to make sure that's set to cubic. And you can see in our view port we get an accurate representation of what that's going to look like. The only thing I'm going to do is just slightly stretch it in the V. And then kind of offset it so that those gradients that I created in substance designer kind of line up like I want them to. So we're just going to kind of move that into place, and that looks pretty good. And you can see, this is just a test render just with a plain material on it. What I want to actually do is just reload this and kind of talk about why I'm using this substance. And the real reason is because we want some type of variation on the walls. It really helps to have this kind of variation on the wall. We have variation in color and in tone. We have a little bit of dirt. We have all the control here that I can dial it in now that we have it inside of Octane. So what I'm going to do is just start to adjust some of these parameters. You can see that I've add some different kind of grunge to the wall. So if you're doing something that is a little more industrial and you want it to have a little bit more variation on that wall, you can do so. But I'm going to change this wall color just a little bit. I'm going to make it a little bit brighter and kind of take the saturation down, and that's going to, actually, update our base color. And then I probably going to...I'm going to tweak some of these. So the top to the bottom gradient are a little obvious so I'm going to kind of bring this down a little bit. Also may sharpen it a little bit more. And my roughness min and max, we can kind of play with by just moving around the camera. Okay, and from this angle, I can actually just kind of adjust our normal intensity. So I'm going to put that to 0.1 and I'm actually going to do a region render. And we can see the difference there, it's diminished a lot. So maybe split the difference and say 0.02 just to have a little bit more bump on the wall. And then we could also mess with our roughness min and max. So let's try to bring up the roughness minimum so our walls aren't very shiny. It looks a little bit too glossy. So 0.3, let's just go and climb up to like 0.6 or so and see where that leaves us. And we can actually come down here and make sure that that's updated so you can see that is. Let's kind of split the difference on this one, too. Let's do 0.45 and we can see the roughness variation there in the texture. And one more thing, we may just want to kind of bring this dirt down more. What I was messing with in substance designer, I kind of went a little bit overboard. So I usually do that on projects. I'll do a effect, and then once I actually bring it in, I'll dial it down. Okay, so let's dial all these down. And I think that will look pretty good. Let's go ahead and kind of move our camera around a little bit more once this kind of loads up. Okay, there we go. And we can also do some more region rendering here so we can just concentrate on this one area. And you can see, we get a lot more gradation in tone and in our roughness channel and also in our bump app. So this wall doesn't look completely perfect or completely smooth. There is a little bit more that I'll probably just going to bring down in terms of the dirt. We just want a hint of that visible. So that's looking a lot better. Okay, I hope this video has shown you a little bit about how to use the substance asset inside of Cinema 4D and Octane, and I'm going to sharing this SBS file with you guys. So if you guys use Substance Designer, you can check it out. It's a pretty good little starting point for a basic, generic kind of dry wall, and then you can add some more character to your room to your liking. So thanks a lot, guys, we appreciate it, and we'll see you in the next one.
Resume Auto-Scroll?