Redshift v2.6.x

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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.
  • Baking
  • 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.
  • Hair shader
    redshift Hair
  • 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.
  • VR
  • 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


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


  • ICE
  • 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.).
  • Volumes
  • Direct rendering of OpenVDB files and the Houdini Volume and VDB primitives. Support of volume instancing and velocity grids.
  • Strands
  • Render of any kind of Houdini primitive as Redshift strands.
  • Instancing/particles
  • 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.

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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v2.6.27 Release Notes

Redshift 2.6.27 is now available. This release contains many bug fixes and several long-awaited features. 3dsmax now has Cryptomatte, Houdini now supports CopySOP packed primitive instancing and has a big IPR performance boost. Keep in mind Houdini 17 builds are still not merged into the base build so if you need H17, download it from its specific H17 thread in the forums.

Release Notes

  • [Maya] Fixed bug that caused the Noise shader ‘Billow’ pattern to jump when changing time
  • [Max] Added support for Cryptomatte AOV
  • [Max] Fixed issue where Deadline can write additional or empty files for AOVs when using Redshift File Output or Light Groups
  • [Houdini] Updated Volume SHOP HDA.
  • [Houdini] Massive IPR performance boost. Addressed a critical issue that was severely affecting the Redshift scene updates.
  • [Houdini] SOP level packed primitives instancing support. New option in the RS OBJ spare parameters, Instancing tab, to enable this new feature.
  • [Houdini] New plugin build for Houdini 16.5.634. Removed the build for Houdini 16.5.496
  • [Houdini] Addressed a crash in the scene multi-thread extraction code related to the default materials used by the stylesheets.
  • [Houdini] Recovering of the selected nodes state while exporting proxy files using the proxy output node.
  • [All] Fixed naming error in the RS Ramp shader input source option
  • [All] Fixed rare OOC texture sampler bug that could cause visual corruption when AMM is enabled
  • [All] Fixed potential “banding” issue when rendering lower-resolution volume grids
  • [All] Fixed bug that prevented proxy file tiled texture (UDIM/UVTILE) dependencies from being determined
  • [All] Fixed “Stack Allocator num bytes should be zero at this point” crash.
  • [All] Fixed bug that could cause Custom AOV ‘default’ shaders to produce inconsistent results when rendering animations
  • [All] Fixed rare bug that could cause a heap corruption crash when generating the geo node groups
  • [All] Fixed AMM bug that could result in underutilizing VRAM for geo and texture cache
  • [All] Added tiled texture paths (with tag) output to the RS CmdLine -printdependencies log
  • [All] Added output path option to the RS TextureProcessor tool
  • [All] Added a ‘Reference Object’ option to the RS State node for reference positions and normals output

v2.6.15.23 Release Notes

Important Information

This release introduces a change to the underlying data for RSVolume shader parameters.
The plug-ins will perform the necessary data conversion automatically when an older scene is detected.
Once that scene is saved, it will become incompatible with previous versions of the plug-ins. 
Please keep a backup of your scenes before saving them with version 2.6.23.

Release Notes
* [Max] IMPORTANT: Material / Texmap class names and categories are changing in a future release.  Read about the proposed changes here: https://www.redshift3d.com/forums/viewthread/20706/
* [Max] WARNING: “absorption_values” parameter of RS Volume Material is now obsolete and will not be stored with the scene (upgraded to “absorption_colors”)
* [Max] Added support for Max object visibility
* [Max] Added bitmap sequence time controls to RS Camera Map
* [C4D] Added support for per-object opacity through the Visibility parameter of the Display tag
* [C4D] Added support for creating texture cache files (rstexbin) through the Cache Textures option in the Asset Manager
* [C4D] Extended the Asset Manager to include all non-texture assets from the scene (for example alembic files)
* [C4D] Addressed a core assertion error when exporting proxies
* [C4D] Changed the RSVolume absorption curve parameter into a color ramp 
* [Houdini] Added support for points instancing and particles multiple steps motion blur in objects with a non-constant topology
* [Houdini] Added support for the “w” angular speed and “accel” acceleration attributes for the instances/particles motion blur computed from the velocity “v” attribute
* [Houdini] New option in the RS ROP node to disable the automatic promotion of the packed prims. “agentshapename” attribute to the final primitives “name” attribute
* [Houdini] Viewport quad and disk area lights direction vector
* [Houdini] Addressed the support of the visibility and matte flags in the volume instancers
* [Houdini] Addressed the sphere lights non-uniform scaling using the area size parameters
* [Houdini] Addressed the support of the instanced lights area size parameter
* [C4D/Houdini/Katana] Fixed bug introduced in 2.6.22 that would incorrectly assume an auto default gamma of 1.0 for 16-bit integer TIF textures
* [All] Volume material absorption updated to support color ramps
* [All] Fixed bug in Cryptomatte code that could produce crashes with redshiftCmdLine
* [All] Fixed bug that could produce corrupt-looking single scattering when geometry goes out-of-core
* [All] Fixed bug that could result in incorrect matte object background colors when using a negative alpha override
* [All] Fixed recently introduced a bug that would trigger an assert when adding total diffuse lighting AOVs
* [All] Fixed ancient bug that could cause AOV corruption or even crashes when rendering with AOVs and transparent Incandescent materials
* [All] Added matte-shadow ‘include/exclude from other mattes’ support for volume objects

Version 2.6.15 Release Notes

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

Redshift 2.6 versions require NVidia driver version 390.65 or later (Windows), 390.25 or later (Linux) and 387.128 or later (macOS)

Release Notes
* [Maya] Added support for denoising AOVs
* [Maya] Improved support for the <RenderPass> token in the global file name prefix; when used globally, <BeautyPath> and <BeautyFile> will correctly resolve <RenderPass> to the AOV name rather than “Beauty”
* [Max] Added support for denoising AOVs
* [Max] Added support for previewing Redshift Bitmap in viewport
* [Max] Added option to save denoising utility buffers
* [Max] Light include/exclude lists now exposed to MAXScript
* [Max] Redshift File Output and light group output use trailing separator character if present in file name
* [Max] Changed default separator character to underscore for Redshift File Output
* [Max] Fixed bug where Redshift File Output ignored custom Render Element paths
* [Max] Fixed bug that could cause instability when rendering AOVs with Render View disabled
* [Max] Fixed bug where render element bitmaps were not populated when Render View disabled
* [Max] Fixed bug where Max’s Region / Crop didn’t work when Render View disabled
* [Max] Fixed bug that caused a rendering exception for PFlow events with no mesh
* [Max] Fixed issue where light “include” lists were ignored when none of the target objects were visible
* [Max] Fixed broken UI for Redshift State shader (bug introduced in 2.6.13)
* [Max] Fixed issue with European locales breaking Max UI
* [C4D] Added initial support for Cryptomatte to Direct AOVs during Picture Viewer renders; Multi-Pass output is only available for preview purposes
* [C4D] Added support for denoising AOVs
* [C4D] Addressed an issue where user-specified utility AOVs would not be considered during denoising if their multi-pass output was disabled
* [C4D] Addressed an issue where the Editor Visibility state would be inadvertently reflected to IPR renders
* [C4D] Addressed a potential crash in the ShaderGraph editor, when the Auto Optimize Nodes option is enabled
* [C4D] Addressed an issue in the IPR where a camera could be incorrectly unlocked under certain conditions
* [Houdini] New option in the Houdini “Redshift” top menu bar to open the RS RenderView
* [Houdini] Fixed bug introduced in v2.6.14 that resulted in flipped instances
* [Houdini] Added support for Cryptomatte
* [Houdini] Added support for denoising AOVs
* [Houdini] Fixed a problem with the tangents attributes while rendering with the deformations motion blur enabled.
* [Houdini] Minor fixes in the RenderView rendering progress status. 
* [Katana] Fixed a crash if a RenderOutputDefine node for the “primary” AOV is not avilable
* [Katana] Added support for Cryptomatte
* [Katana] Added support for denoising AOVs
* [Katana] Fixed a problem with the tangents attributes while rendering with the deformations motion blur enabled.
* [All] Fixed various Bias/Gain math node bugs
* [All] Fixed bug where OptiX initialization would produce crashes on systems without CUDA-enabled GPUs
* [All] Fixed tessellator bug that could make certain edges not tessellate enough. Artifacts would mostly be visible near the edge of the screen.
* [All] Added temporary workaround for OptiX 5.1 bug. Please see this thread for more info: https://www.redshift3d.com/forums/viewthread/19783/
* [All] Fixed bug that could cause weird looking GI with low tone mapping values
* [All] Added support for GI from volume scattering, including a backwards-compatibility legacy switch to disable this feature
* [All] Added new ‘GI Max Trace Depth’ option to all lights, allowing finer control for lights affecting GI
* [All] Fixed bug that would cause light group Volume AOVs to leak their GI contributions into GI AOVs
* [All] Fixed bug that could produce corrupt/noisy ray-marched volumetric lighting when GI is enabled
* [All] Fixed bug in volume grid motion blur code that could produce either crashes or volume corruption (when motion blurred). Please see this for more info: https://www.redshift3d.com/forums/viewthread/20011/
* [All] Fixed bug that would cause visual corruption when the IDsAndCoverage AOV is enabled
* [All] Fixed bug where autocrop was always enabled for Cryptomatte
* [All] The Volume shader’s “Shadow Density Scale” now affects both direct lighting and GI. Please read this for more info: https://www.redshift3d.com/forums/viewthread/20044/
* [All] Volume cutoffs now work better with non-inverse-square-decay lights. Please see this for more info: https://www.redshift3d.com/forums/viewthread/20035/
* [All] Fixed bug introduced in 2.6.10 that could produce weird banding noise artifacts on volumetric spot lights
* [All] Fixed bug that could make redshiftCmdLine write incomplete/corrupt images. Please see this for more info: https://www.redshift3d.com/forums/viewthread/19901/
* [All] Improved the single-scattering sampling efficiency. Please read this for more info: https://www.redshift3d.com/forums/viewthread/20081/

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

V2.5.71 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

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