General

Image

Path

This is the texture map that is to be projected. If this is a video or an image from an image sequence, you can display specific settings for animated textures by toggling the Animation button.

Reload Image

Reloads the selected texture, e.g., in case it was modified in an external graphics program.

Edit Image...

Opens the image file in the editing software defined for this image type.

Locate Image...

Opens your operating system’s file browser to the location at which the loaded file is saved.

Layer

If the loaded file contains image layers or alpha channels, these can be selected here without having to do so via an image editing program.
The selection menu at the top will be active if multiple image files are loaded (also called multi-page; these are files that contain multiple images; OpenEXR images, for example, are also included). You can then select which of the images should be displayed.

Among other things, the five options available in the context window let you define the type of layer/ layer sets or alpha channels should be shown in the selection field below. In the selection field, all respective layers/ layer sets or alpha channels that were, for example, saved from Photoshop or BodyPaint 3D will be displayed and can be clicked on to be displayed (+Shift for multiple selection). At the top left of the preview window you will see a summary of the layers selected (in consideration of all blend modes).

Was do the first five options represent?

  • Layers / Layer Sets: The various layers or layer sets (summarized in layers that can be enabled or disabled together) an image can consist of.
  • Layer Alpha: The selected layers will be converted to an Alpha channel: layer contents will be colored white, transparent areas black.
  • Layer Masks: The alpha channel belonging to a given layer.
  • Alpha Channels: The alpha channel that affects the entire image.
  • Generate Alpha: This option is, for example, of special importance when a bitmap is used in a Layer Node. The contents of the layer will be viewed internally as an alpha channel. This means that the layer content can be displayed in other layers in the Layer Node. Set the bitmap's MIP Interpolation to 0 to prevent color seams from being created. Careful: The selected alpha channels will be displayed as grayscale images. They do not affect the RGB portion of the texture (no masking takes place). Hence, only color portions or masks or alpha channels can be used.
  • Show Layer Content: Enable this option if the layers or alpha channels displayed in the selection field should be shown as a preview.

The previously described functionality also works for videos and image sequences.

Color Space

In order for colors to display as expected all source assets must first be converted into the same linear rendering color space, ACEScg by default. This is accomplished by setting the color space correctly for each asset using the Color Space drop-down menu. These color space parameters serve as a built-in Input Display Transform (IDT) when viewed through the lens of an ACES workflow. You can learn more about OpenColorIO (OCIO) and ACES on this page.

Redshift automatically converts native color swatches like diffuse colors, ramp colors, and the Redshift physical sky into the linear rendering color space. Redshift is set up by default to automatically (Color Space: Auto) convert any textures used with materials, lights, and dome lights into the rendering color space but there is a chance that it will get this automatic conversion wrong. It's important to make sure that the color space is set correctly for each asset which is why it can be overridden manually by following these general tips:

  • If your asset is for color data
    • Examples: diffuse / albedo color, specular/reflection color, dome light texture/backplate
      1. If you already know what the correct color space is set it to that
      2. If it's a JPG / PNG / BMP etc set it to sRGB
      3. If it's an EXR / HDR etc set it to scene-linear Rec.709-sRGB or other appropriate scene-linear color space


  • If your asset is for non-color data
    • Examples: normal, roughness, metalness, displacement etc.
      1. If you already know what the correct color space is set it to that
      2. Otherwise set it to Raw

Animation

Activate this button to go from the image settings to specific settings for the use of videos or image sequences.

Mode

Here you can define how the complete playback of the video should take place.

  • Off: A loaded video or image sequence will not be played.
  • Once: The playback will end when the last frame of the video or image sequence is reached. The last image will always remain static.
  • Loop: The playback will begin again once the entire video or image sequence has been played.
  • Ping-Pong: After the last image is reached, the video or image sequence will be played in reverse until it reaches the first frame, at which point the video or image sequence will play again. This process will continue until stopped manually.

Timing

Range Start[-∞..+∞]

Range End[-∞..+∞]

Use Timing to define the playback behavior.
Frame means that one image of the animation texture is used per calculated animation image. This means that there are no drop frames, i.e., animation images that are inadvertently omitted. However, if Cinema 4D calculates with a frame rate other than the one set in the animation texture, the movie will be played back slower or faster.
Time means that one second of the animation texture is used per calculated animation second. This means that the movie is always played at the same speed.
If you define a Range, Cinema 4D adjusts the movie sequence so that it is played exactly once from the Range Start to the Range End (of the scene animation). However, this also means that the animation may be stretched or compressed.

Loops[-2147483648..2147483647]

This allow you to play a movie sequence n times from Range Start to Range End. A value of 1 corresponds to one repetition.

Frame Start[-2147483648..2147483647]

Frame End[-2147483648..2147483647]

Frame Rate[-2147483648..2147483647]

Use these parameters to determine which part of a "movie texture" should be used at which frame rate. You can use the Start Frame and End Frame fields to define when (with which frame) a movie sequence should begin and when it should end. If the same values are entered in both fields, only this frame of the film is used as the texture. You also define the playback rate using the value in the Frame Rate setting.

Start Offset[-2147483648..2147483647]

This can be used to change the desired initial image of a video or image sequence.

Calculate

The images will be counted automatically so they are all included in the Start Frame and End Frame settings. The Framerate setting must however be defined manually for images sequences.

Custom Gamma[-∞..+∞]

Redshift renders in linear space, so the texture sampler must de-gamma bit-map textures before sampling. By default Redshift will attempt to automatically compute the correct gamma encoding for the bit-map file. It assumes integer textures formats (like 'png') are sRGB gamma encoded and floating-point (like 'exr' or 'hdr') or scalar textures are linear. The following options allow you to override the de-gamma process.

UV

UV Channel

This is the name of the vertex uv channel that contains baked uv coordinates.

When used in conjunction with a Tri Planar shader, this channel will be ignored in favor of the dynamically computed tri-planar uv coordinates.

Mirror U

Mirror V

Enables mirrored uv coordinate wrapping in the u and v directions respectively.

Wrap U

Wrap V

Enables uv coordinate wrapping in the u and v directions respectively.

When this is not enabled and the coordinate goes out of the 0-1 range, the texture will not be sampled and Default/Invalid Color will result instead.

Remap

Scale[XYZ ]

This is a multiplier that scales the uv coordinate for a zoom or repeat/tiling effect.

Offset[XYZ ]

These values are added to the uv coordinate to offset the frame.

Rotate[0.00..360.00]

This allows you to rotate the texture within the uv coordinate frame.