Redshift v2.5.72

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Redshift is the world’s first fully GPU-accelerated, biased renderer.

Redshift is a powerful GPU-accelerated renderer, built to meet the specific demands of contemporary high-end production rendering. Tailored to support creative individuals and studios of every size, Redshift offers a suite of powerful features and integrates with industry standard CG applications.


Works with your software

Redshift works with a number of industry standard applications for a seamless integration into your pipeline

  • Autodesk Maya
  • Autodesk Softimage
  • Autodesk 3DS Max
  • Cinema 4D
  • Houdini


Redshift has the features and uncompromising quality of a CPU renderer, but at GPU rendering speeds. Unlike other GPU renderers out there, Redshift is a biased renderer that allows the user to adjust the quality of individual techniques in order to get the best performance/quality balance for their production.

Out of core geometry and textures

Out of core geometry and textures

Redshift's efficient memory management allows rendering of scenes containing hundreds of millions of polygons and TBs of texture data.

Global Illumination

Global Illumination

Achieve blazingly fast indirect lighting using biased point-based GI techniques, as well as brute-force GI.

World-leading performance

World-leading performance

Harnessing the raw power of the GPU and using intelligent sampling techniques makes Redshift the worlds faster renderer.



The user can export groups of objects and lights to Redshift Proxy files which can be easily referenced by other scenes. Proxies allow for a powerful shader, matte and visibility flag overrides as often required in production.

Transformation and deformation blur

Transformation and deformation blur

Redshift supports multi-step transformation blur and 2-step deformation blur.

Volumetric rendering

Volumetric rendering

Redshift support OpenVDB rendering in all 3d apps and native volume rendering in Houdini. Redshift lights can cast volumetric lighting around them.

Hair rendering with ‘Min Pixel Width’

Thin hair can produce noisy renders. Redshift supports 'MPW' rendering which smooths out the look of thin and hard-to-sample hairs.

Tessellation and displacement

Redshift's tessellation supports edge and vertex creasing with separate UV smoothing control.

Per-object flexibility

Objects have advanced matte features and tracing options such as self-shadowing and primary/secondary ray visibility.


Redshift allows for any type of AOV data to be baked out from individual objects.

Command-line rendering

Users can export their scene and render it independently of their 3d app using the redshiftCmdLine tool.

Redshift SDK


A C++ SDK is available for studios that require deeper integration of Redshift with their pipelines. Please contact us for more info.

Shading and texturing

Redshift supports complex, advanced shading networks and texturing capabilities as required for production-quality rendering.

Shading and texturing

Physically Based Materials

Flexible, production-ready shader, compatible with PBR workflows of Allegorithmic Substance and Unreal Engine.

Ray switches

Control how materials behave for certain ray types. Useful for customizing GI or double-sided polygon shading.

redshift Hair

Hair shader

Multi-lobe anisotropic specular using the physically-based Marschner BRDF.

Dedicated skin shaders

Support for up to 3 layers of sub-surface scattering in a single shader for a realistic looking skin.

Round corners

Get smooth edges without requiring geometry tessellation. This technology is licensed from NVidia.

Displacement mapping with ‘auto-bump’

Add geometric and lighting detail to surfaces using displacement mapped height, vector textures or procedural shading nodes.

No texturing limitations

Virtually unlimited number and size of textures regardless of VRAM. Built-in efficient UDIM/UVTile tiling support.

Powerful shading attributes

Shaders can access per-vertex (weight maps, multiple UVs, etc) or per-object attributes for maximum flexibility.

Sprite node

Render foliage and other opacity-cutout effects blazingly fast!

Large variety of nodes

Redshift supports many DCC shading nodes for math, color ramps, color remaps and conversion, gamma and many others.


Choose from a wide variety of light types. All lights are multiple importance sampled for the cleanest results using the fewest samples. Redshift also supports per-object light/shadow linking for great artistic control.

Dome lights

Efficiently light an entire scene using image-based environment textures.

Mesh lights

Use any mesh in the scene as a light source, with the same features and sampling efficiency as regular area lights.

Volumetric lighting

Redshift lights can affect atmospheric volumetric fogging for the popular 'God ray' effect.

Physical sun and sky

Natural-looking physical sunlight and sky emulation.

Physically correct lights

Full flexibility ranging from area lights to photometric/IES lights, 'portal' lights and texture-projected 'gobos'.


Redshift supports all commonly used camera types, as well as advanced controls for physical camera effects.

Multiple camera lens types

Fisheye, spherical, cylindrical cameras, lens distortion.


Stereo Spherical rendering for VR applications.

Physical lens effects

Familiar photographic exposure controls such as ISO, shutter, vignette, color balance and textured bokeh depth-of-field.


Redshift supports a comprehensive set of AOVs for the most demanding post-production compositing needs.

Deep and Layered EXR support

For 3d compositing and efficient management of AOVs.

Many AOV Types

Material shading components (albedo, diffuse, reflections etc), depth, motion vectors, puzzle-matte and many more.


Integrations with your applications



Support for Autodesk’s extension for node managing instances of scene objects created by a MASH network.


Support for Autodesk’s own geometry instancer for Maya.

Ornatrix Maya

Support for the super popular hair, fur and feathers plug-in for Maya.

PL Yeti

Support for the popular fur, hair and feathers tool-set for Maya.

Joe Alter

Support for Shave and a Haircut the veteran Maya hair and fur plugin.


Support for the popular crowd simulation software for Maya.

3ds Max

Forest Pack

Support for the world’s most popular scattering plug-in.

Ornatrix Max

Support for the super popular hair, fur and feathers plug-in for 3ds Max.

Hair Farm

Support for the precise and powerful hair modeling 3ds Max plug-in.



Support for ICE interoperability for Maya to send ICE effects data between Maya and Softimage.

Cinema 4D

Mograph Cloner

Extensive support for Cinema 4D's geometry objects including Instances, Generators, Deformers, Cloners and MoGraph objects.

Particle Instancing

Support for powerful built-in particle instancing and per-particle attributes.


Hair and Fur

Support of the Houdini curve primitives, that are extracted as efficient Redshift hair objects.

Houdini primitives

Automatic and configurable tessellation of the Houdini primitive surfaces (primitives, nurbs, etc.).


Direct rendering of OpenVDB files and the Houdini Volume and VDB primitives. Support of volume instancing and velocity grids.


Render of any kind of Houdini primitive as Redshift strands.


Support of the Houdini instancing, including the Instance OBJ node, and the "instance" and "instancepath" attributes, extracted as mesh instances or particle point clouds.

Non-GUI Tools

The plugin is compatible with all the Houdini non-GUI tools (hython, hscript, etc.) and includes a set of custom HScript commands to control the renderer.


Version 2.5.72 Release notes

This build includes plugins for Maya, 3ds Max, Houdini, C4D, Katana, and Softimage

* [Maya] Added support for Ornatrix 6
* [Maya] Fixed bug where UI sections in the attribute editor were missing for AOVs after creating a reference
* [Maya] Fixed bug where instances of RedshiftVolumeShapes would not render
* [Max] Added support for Ornatrix 6
* [Max] Added support for Redshift AOV Light Groups
* [Max] Fixed a bug where Max Hair materials did not match the object they were assigned to
* [Max] Fixed a bug where AOV file gamma settings are incorrect on exported proxies
* [Max] Pass IRenderElementMgr interface in pre-/post-render notifications.  Please read this for more info: https://www.redshift3d.com/forums/viewthread/17491/
* [Houdini] New plugin build for Houdini 16.5.473
* [Houdini] Fixed an IPR crash deleting light nodes.
* [Houdini] Fixed several IPR lost events adding and editing light nodes.
* [Houdini] Addressed several IPR issues related to lost events after removing OBJ nodes.
* [Houdini] Live IPR scene update after changing the SOP nodes bypass flag.
* [Houdini] Live IPR scene update after changing the OBJ nodes display flag.
* [Houdini] Fixed a rare crash after creating a new scene when the IPR is rendering.
* [Houdini] The default RSLight type is now “area”, replacing the old “distant” type.
* [Houdini] Addressed an issue rendering particle systems in OBJ nodes with volume primitives inside.
* [Houdini] Redshift materials VOP nodes material flag enabled by default.
* [Katana] Support of Katana 3.0v1
* [Katana] Fixed the displacement nodes shaders connections
* [C4D] Addressed an issue where the IPR would not detect modifications in the ShaderGraph editor, when the Cinema 4D viewport was hidden
* [C4D] Addressed an issue where the renderable setting of layers would produce different results for instances, when compared to the built-in renderers
* [All] Removed license checkout/checkin during renderer initialization
* [All] Fixed bug that could trigger a ‘gridSizeX’ limit assert when rendering many AOVs
* [All] Fixed bug that could prevent the correct UV channel from being used by proxy material overrides
* [All] Added new ‘exposure’ option to RS lights
* [All] Switched to using HSV internally for the ColorCorrection node to fix bug with HDR colors
* [All] Added support for enabling ‘Abort on License Failure’ by setting environment variable REDSHIFT_ABORTONLICENSEFAIL=1
* [All] Increased internal shader count limit to allow for more complex shader graphs
* [All] Raising the limit of irradiance point cloud and irradiance cache working memory to 4GB (from 1GB)
* [All] Fixed bug that would prevent point-based SSS from being correct behind transparencies
* [All] Fixed bug that could cause lighting artifacts when global volume scattering shaders are assigned
* [All] Added support for ‘Multiple Scattering’ ray contribution slider on all lights
* [All] Fixed bug that could cause a crash when rendering scenes with custom AOVs and toggling between IPR and bucket rendering

Version 2.5.71 is now available.

This build includes plugins for Maya, 3ds Max, Houdini, C4D, Softimage and Katana

Click here for online documentation (including setup instructions)

Important Information for Cinema 4D:
Releases 2.5.66 onward introduce a change to the underlying data for certain shader node parameters.
The plug-in will perform the necessary data conversion automatically when an older scene is detected, and a message will be displayed. Once that scene is saved, it will, unfortunately, become incompatible with previous versions of the plug-in. So we recommend that you keep a backup of your scenes before using them with newer versions of the plug-in.

Release notes
* [Maya] Fixed bug that resulted in Maya crashing under certain conditions when editing the hue of a color
* [Houdini] Support of the $N and $N4 variables in the RS ROP node.
* [All] Fixed recently introduced bug (2.5.70) that could cause a crash when rendering meshes with mixed displacement materials

Operating Systems

  • Microsoft Windows: 64-bit Windows 7 / 8 / 10
  • Linux: 64-bit distribution with glibc 2.12 or higher
  • MacOS: El Capitan (10.11) or higher

3D Applications Supported

  • Autodesk Maya (Windows, Linux and macOS): 64-bit edition. 2014 or later
  • Autodesk Softimage (Windows): 64-bit edition. 2011 or later
  • Autodesk 3ds Max: 64-bit edition. 2013 or later
  • Maxon Cinema 4D (Windows and macOS): 64-bit edition. R16 or later
  • SideFX Houdini (Windows, Linux and macOS): 64-bit edition. 14.0 or later
  • The Foundry Katana (Windows, Linux): 64-bit edition. 2.5v4 or later


  • 8GB of system memory
  • Processor with SSE2 support (Pentium4 or better)
  • NVidia GPU with CUDA compute capability 2.0 or higher and 2GB VRAM
  • Single GPU


  • 16GB of system memory or more
  • Core i7 or Xeon equivalent, 3.0GHz or higher
  • NVidia GPU with CUDA compute capability 5.0 or higher and 8GB of VRAM or more
  • Multiple GPUs

Please see here to determine if your GPU supports compute capability 2.0


1 review
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Customer Reviews

There is a learning curve but it’s a huge time saver. It has cut some of my render times by 80%. You will need a high end graphics card to fully appreciate this render.

Would you recommend this product to a colleague? Yes

By: Richard Swindell
Date: December 27, 2017

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