Cinema 4D Cargo Vehicles Inverted Roughness
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Kris Theorin
Unless I'm doing something wrong, the Redshift standard materials on the vehicles in C4D via Cargo are inverted in the roughness channel by default. This requires me to go in and remove the invert node that has been placed in there. So I thought I'd let you know in case this wasn't something I was doing wrong on my end!
Steven Chen
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Steven Chen
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Steven Chen
Hey Kris Theorin - would love to learn more about this. We actually inverted it due to feedback that when the original assets were brought in that it was not looking like users were expecting.
Do you find that when you remove the invert that it looks better? Would love some visual examples if you have them handy as well.
Thanks!
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Kris Theorin
Steven Chen Yep, that's correct. The inversion just shouldn't be there since you are plugging a roughness map into a roughness channel. No inversion needed. If it were a glossiness map, then inversion would be needed. I don't have any visual needed but the issue is certainly most visible on the cars since they should have a reflective exterior. But by default, they are imported as purely matte.
While I'm here, I might as well bring up the other issues I encountered regarding C4D's Redshift and Cargo. If we use the Redshift shader graph option when importing, the roughness channel is connected to the diffuse roughness instead of the reflection roughness and the normal maps are incorrectly set up (I can provide more technical info on this if needed). If we don’t use the Redshift shader graph (opting for the modern C4D node editor), then those issues do not occur. But instead the roughness map is inverted on all the materials as mentioned before. And when I imported an Americana building asset, only some of the materials were imported.
A broad issue with all materials regardless of the way we import them is that the metallic map is never imported so all the assets are lacking a metallic channel.
Steven Chen
Kris Theorin Thank you! Super helpful writeup. Our next next update coming some point next week will address a lot of what your concerns are.
I'll visit the inversion with the team now :)
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Kris Theorin
Steven ChenThanks!
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Kris Theorin
Steven Chen Hi Steven, just wondering if this issue was fixed yet. I know you mentioned it was planned to be fixed soon, but I just updated cargo and it seems to be the same as before. Just want to be sure I didn't miss something
Steven Chen
Kris Theorin Hey! Next update resolves this. It's a relatively big update as it touches 20+ changes and we're making multiple optimizations across Unreal, Blender and C4D.
As the changes are pretty extensive we're taking a little longer to test to ensure a quality release.
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Kris Theorin
Steven Chen ok thanks for the update!