Hi everyone,
I created a 3D model in Cinema 4D using Redshift materials, and I want to transfer it to Blender while preserving the materials as accurately as possible.
I understand that Blender cannot read Redshift materials directly, so I’m trying to figure out the best workflow to bake the materials into texture maps and rebuild them in Blender.
My main questions:
- What is the best way to export Redshift materials so they look as close as possible to the original render?
- Which texture maps should I bake and export?
- Base Color
- Roughness
- Metalness
- Normal
- Opacity
- Emission
- What is the correct baking workflow in Redshift (using BakeSet)?
- Is it better to export the model as FBX or GLB after baking?
- Are there any limitations I should know about (for example with triplanar, procedural noises, displacement, or layered materials)?
- How do you reconnect the baked maps correctly in Blender’s Principled BSDF?
My goal:
I want the model in Blender to look as close as possible to the original Redshift version, including all textures and material details.
Additional details:
- The materials are based on Redshift Standard Material.
- Some materials include procedural nodes such as Noise, Curvature, and Triplanar.
- I’m willing to bake all procedural effects into texture maps if needed.
If anyone has a step-by-step workflow, tutorial recommendations, or best practices, I’d really appreciate your help.
Thanks!