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v3.6.02 Redshift by Maxon

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Redshift by Maxon
   

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The world's first fully GPU-accelerated, biased renderer

Redshift by Maxon – an award-winning, production-ready GPU renderer, promises blazing speeds and amazing results for your 3D renders. Built to meet the specific demands of contemporary high-end production rendering, today’s artists find the perfect rendering solution.

Redshift is the world’s first fully GPU-accelerated biased renderer, able to achieve unprecedented speeds while still providing superior image quality compared to other renderers on the market. With its advanced features, optimized performance, and robust support, there is no better renderer than Redshift by Maxon!

What’s New

June 5, 2024 – Redshift 3.6.02 extends the non-photorealistic rendering and Standard Volume capabilities introduced in April.

April 10, 2024 – Redshift 3.6.0 features non-photorealistic rendering (NPR), more flexible Standard Volumes, support for AMD graphics, alpha mask support for Redshift area lights, and more. Note: System requirements have been updated.

February 21, 2024 – The February release includes support for the next-generation GPU, representing the biggest leap forward in graphics architecture with Apple silicon. Other notable features of this release include bug fixes, enhanced stability, improvements to the appearance of ramps, and additional features in Houdini.

Redshift Overview

GPU-Accelerated

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

Core Production Strength

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

Photorealism

Redshift’s out-of-the-box functionality provides the essentials for delivering photorealistic results, and its render view interactive preview region makes it a breeze to tweak settings and get immediate results. In fact, artists can make adjustments more or less in real-time.

Shading & Texturing

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

Character

Every artist wants their renders to look great but also needs results quickly because faster rendering means more time to be creative and deliver client revisions. There are many amazing renderers out there that can bring your 3D creations to life, but only Redshift consistently delivers both breathtaking speed and remarkable imagery.

Integrations

Redshift supports the industry’s most popular 3D applications, offering seamless integration into your production pipeline. Redshift standalone supports all integrations – you can jump between any of the supported applications without any additional cost for each integration.

See the system requirements for a full list of integrations.

Please Note

As of Redshift v3.0.45, Apple M1 with 16 GB RAM is supported (11.5 or later)

Please see the CUDA GPU Support page to determine if your GPU supports compute capability 3.0.

To find out how the various GPUs compare against each other, please check out our “benchmark results” thread.

We strongly recommend installing the free demo before purchasing Redshift to verify system compatibility and ensure Redshift performs to your expectations.

All sales are final. No refunds.

Also, check out the Maxon Floating Volume Subscription Licensing. If you have questions, please email us at sales@toolfarm.com.

Redshift Features

Core

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

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

 

World-leading performance

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

 

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

Proxies

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

 

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

Transformation and deformation blur

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

 

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

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.

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.

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.

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.

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.

Command-line rendering

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

 

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

SDK

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

 

Altus Densoiser Direct integration with the Altus denoiser from Innobright to further reduce render times while maintaining high quality clean images.

Altus Denoiser

Direct integration with the Altus denoiser from Innobright to further reduce render times while maintaining high quality clean images.

Redshift CPU (New)

With the initial release of Redshift CPU, any Cinema 4D user can view, modify and build projects using Redshift – without the need for specialized graphics hardware or an extra subscription. Redshift CPU offers an interactive experience when developing the look of your project, and pixel-perfect compatibility with high-performance Redshift GPU rendering.

Shading

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

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.

Ray switches

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

 

Hair shader Accurately simulates light scattering off of and in hair with a physically principled model, yet offering artist-friendly controls.

Hair shader

Accurately simulates light scattering off of and in hair with a physically principled model, yet offering artist-friendly controls.

 

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

Dedicated Skin Shaders

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

 

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

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.

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.

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.

Powerful shading attributes

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

 

Sprite Node

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.

Large variety of nodes

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

Distorter Node (New)

Cinema 4D’s Distorter node is now part of Redshift in Cinema 4D. The Distorter shader can be used to drive distortion of the UV space for a material according to texture or shader input, immediately producing variation to break up repeating maps. The Distorter node now supports 3D distortion using Maxon Noise. This means that Distortion is no longer limited to color texture inputs and 3D distortion of the popular Maxon Noise node and distortion of bump maps is now possible.

MatCap Shader Node (New)

Quickly create stylized, non-photo-real materials by mapping an image onto a mesh. This Shader allows you to prepare beautiful illustrative renders from your own digital sketches.

Jitter Node (New)

Automatically apply color variation across a large number of objects with the same material applied. Great for creating foliage, rocks, a mason jar full of gumballs or a crate of delicious avocados of varying degrees of ripeness. The Jitter Node is currently available for most DCCs (Cinema 4D, ZBrush, 3dsmax, Maya, Houdini, Katana, Blender).

Standard Surface

Redshift’s Standard Surface offers incredible realism with intuitive controls. Create surfaces via simple, industry-standard parameters, and translate materials from other rendering systems with ease.

Lighting

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

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.

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.

Volumetric lighting

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

 

Physical sun and sky Natural-looking physical sun light and sky emulation.

Physical sun and sky

Natural-looking physical sun light and sky emulation.

 

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

Physically correct lights

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

Cameras

Multiple camera lens types Fisheye, spherical, cylindrical cameras, lens distortion.

Multiple camera lens types

Fisheye, spherical, cylindrical cameras, lens distortion.

 

VR Stereo Spherical rendering for VR applications.

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.

Physical lens effects

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

AOVs

Deep and Layered EXR support For 3d compositing and efficient management of AOVs.

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.

Many AOV Types

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

 

 

 

Redshift System Requirements

Updated June 5, 2024

Operating Systems

  • Microsoft Windows: 64-bit Windows 10 & Windows 11
  • Linux: 64-bit distribution with glibc 2.17 or later
  • Apple macOS: 12.6+ (Monterey) or 13.3+ (Ventura), or 14.0+ (Sonoma). Note: macOS 14.3 is required for non-Apple Silicon hardware running Sonoma

3D Applications Supported

  • Autodesk Maya (Windows, Linux, macOS): 64-bit edition. 2018 or later
  • Autodesk 3ds Max (Windows): 64-bit edition. 2018 or later
  • Maxon Cinema 4D (Windows and macOS): 64-bit edition. R21 or later
  • Maxon Cinema 4D (Linux CommandLine): 64-bit edition. R21 or later
  • SideFX Houdini (Windows, Linux): 64-bit edition. 17.5 or later
  • SideFX Houdini (macOS): 64-bit edition. 18.0 or later
  • Foundry Katana (Windows, Linux): 64-bit edition. 4.0v1 or later
  • Blender (Windows, Linux): 64-bit edition. 2.83LTS or later

Minimum Requirements (Windows)

  • 16 GB of RAM
  • 64-bit processor with AVX2 support
  • NVIDIA GPU with CUDA compute capability 5.0 or higher and 8 GB VRAM, or
  • AMD RDNA 2 or later with 8 GB VRAM or more (see GPU list below)
  • RedshiftRT requires an Nvidia GPU with RTX capability on Windows 10 & 11

Minimum Requirements (macOS/Intel)

  • 16 GB of RAM
  • 64-bit processor with SSE4.2 support
  • AMD “Navi” or “Vega” GPU or later with 8 GB VRAM or more (see GPU list below)

Minimum Requirements (macOS/Apple Silicon)

  • 16 GB of unified memory
  • Apple “M” Series (M1, M2 & M3)

Minimum Requirements (Linux)

  • 16 GB of RAM
  • 64-bit processor with AVX2 support
  • NVIDIA GPU with CUDA compute capability 5.0 or higher and 8 GB VRAM

Recommended

  •  Windows/Linux: Core i7 or Xeon equivalent or better, 3.0GHz+ with 32 GB of RAM or more
  • Windows/Linux: Multiple NVIDIA GPUs with CUDA compute capability 7.0 or higher and 12 GB of VRAM or more and RTX technology, or
  • Windows/Linux: Multiple AMD GPUs (“Navi” series) with 12 GB of VRAM or more
  • macOS: Apple “M” series with 16 GB unified memory (or more) running the latest macOS 13 Ventura point release

Supported NVIDIA GPUs for Windows and Linux

Please visit NVIDIA CUDA GPUs – Compute Capability to determine your GPU’s compute capability (the minimum compute capability required is 5.0., 7.0 is preferred).

How to determine your GPU on macOS
To find out what GPU your Mac contains, click the Apple logo on the top left of the screen, then click “About this Mac”.

A window like the one shown below will appear. Notice the highlighted “Graphics” line, which tells you what GPU you have.

Supported AMD GPUs for Windows:

  • Radeon PRO W7900, W7800, W6800, W6600
  • Radeon RX7900XTX, RX7900XT, RX7900, RX6950, RX6700XT, RX6600

To ensure compatibility, using the correct AMD graphics drivers for your system running Windows 10 & 11 is essential. Please note the following requirements:

Driver version:
AMD Software: PRO Edition Revision Number 23.Q4

In addition the following GPUs should be supported (but are not actively tested):

  • Radeon RX 6800, Radeon RX 6900 (gfx1030)
  • Radeon RX 6700 (gfx1031)
  • Radeon RX 7800 (gfx1101)
  • Radeon RX 7600, Radeon 7700 (gfx1102)

MacBook Pro

  • Radeon Pro Vega 16/20
  • Radeon Pro 5500M/5600M

iMac

  • Radeon Pro Vega 48
  • Radeon Pro 5500 XT/5700/5700 XT

iMac Pro

  • Radeon Pro Vega 56/64

MacPro

  • Radeon Pro Vega II / Vega II Duo
  • Radeon Pro W5500X/W5700X
  • Radeon RX 6800/6800 XT/6900 XT
  • Radeon W6800X MPX

Thunderbolt eGPUs

  • Radeon RX Vega 56/64
  • Radeon Pro WX 9100
  • Radeon VII
  • Radeon RX 5500/5500 XT/5600 XT/5700/5700 XT
  • Radeon RX 6800/6800 XT/6900 XT
  • Radeon W6800X MPX
5.00
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100% of reviewers recommend this product
Please Note: This page is intended for product reviews. If you are having trouble with a product and require customer support, please Contact Us

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

Redshift 3.6.2 – June 5, 2024

Redshift 3.6.02 extends the non-photorealistic rendering and Standard Volume capabilities introduced in April.

  • NPR Updates – Non-photorealistic rendering includes a new cross-hatch pattern, as well as offset and scaling options to customize the tone map pattern. Artists can now control how individual lights affect toon shading to customize the diffuse, reflection, and rim lighting, as well as control the behavior of contour lines in reflection and refraction.
  • Volume Padding for Standard Volumes – Users can extend the new volume displacement in Redshift’s Standard Material even further with the new Volume Padding parameter. This parameter expands the volume bounding box, avoiding unnatural cutoffs when displacement pushes clouds, smoke, and other volumes beyond a VDB or Volume Builder’s bounding box.
  • Additive Blending in Incandescent Textures – A new checkbox for additive blend on the incandescent node allows for great X-ray effects on meshes and particles, especially when combined with C4D’s Particles.
  • Cinema 4D Integration – Artists can now choose a custom display for materials via a new viewport output to improve texture placement and adjust the appearance of preview renders. Also, default ports within the Node Editor have been optimized so artists can set up materials more quickly and intuitively.
  • Blender Integration – Redshift now supports Blender 4.0 and Blender 4.1.

Redshift 3.6.0 – April 10, 2024

Redshift 3.6.0 features non-photorealistic rendering (NPR), more flexible Standard Volumes, support for AMD graphics, alpha mask support for Redshift area lights, and more.

  • Render NPR line and toon looks in Redshift with new non-photoreal-render options, including a Contour node, a Toon Material node for cel-shading, and a Tonemap Pattern shader for half-tone shading and other screen-space, grid-based shading styles.
  • Opacity controls in Redshift’s new Toon material allow artists to render particles additively, where the light emission of each particle builds on those below to create super-bright, stellar particle renders.
  • With the addition of OSL support for HIP, Redshift is now officially supported on Windows systems with AMD graphics cards.
  • New Standard Volume Nodes make it easy to quickly add variation and fine detail when rendering volumes like Pyro and Clouds. Also, the Standard Volume shader now works within global environment fog.
  • Other additions include alpha masking for area lights, allowing users to create light gobos with a simple texture. Re-worked mesh lights are easier to use and obey visibility and light linking rules, and the State shader has a new ray bounce level output.
  • Native support for German and Korean languages has now been added to Redshift.

Redshift M3 support, houdini

Redshift 3.5.24 – February 21, 2024

This release includes support for the next-generation GPU that represents the biggest leap forward in graphics architecture ever for Apple silicon. Other notable features of this release include bug fixes, enhanced stability as well as improvements to the appearance of ramps, and additional features in Houdini.

  • Redshift now supports Apple’s hardware-accelerated ray tracing technology on M3 devices.
  • Improved interpolation in the ramp node allows for crisp lines between stepped gradients.
  • The new Houdini plugin features a whole lot of quality-of-life improvements.

Redshift 3.5.22 – December 12, 2023

Offers improved stability and performance, as well as enhanced workflows featuring faster and easier importing of Adobe Substance 3D materials in Redshift for C4D.

  • The updated Substance node in Cinema 4D allows artists to create a Substance material in the Redshift Material Manager, import a .sbsar Substance material through the Substance node, and render.
  • Preview Rendering within Redshift RT provides artists with clarity on what is happening during initializing and scene pre-processing, offering improved interactivity and clarity on operations in progress.
  • Users of Redshift RT can now select their preferred level of texture compression in five steps to optimize their scene for the highest quality, performance, or a balance of quality and speed.
  • Redshift RT now boosts performance even further with an option to render frames at a lower resolution and automatically up-sample them using Nvidia DLSS technology.
  • Artists can now choose how much denoising they would like to apply to frames in Redshift RT to quickly get cleaner rendered frames by working with lower-quality sampling settings.
  • The RT Russian Roulette option enhances performance by randomly skipping rays which are determined to have a minimal effect on the scene.
  • Bounding Volume Optimizations provide substantial performance gains by only recalculating the meshes affected by a user change instead of the entire scene.

Redshift 3.5.20 – October 18, 2023

The latest update for Redshift brings bug fixes for all DCCs, enhances the quality and camera navigation speed when navigating a scene in Redshift RT, and improves pixel-based displacement mapping performance and quality.

  • Moving your camera through a scene no longer reduces your render preview to a low-res, noisy scramble. With the new under-sampling technique for RT, the camera navigation speed is boosted and maintains a specified level of quality.
  • When working with high-density meshes and doing close-up renders, per-pixel displacement in RT exhibits improved performance when compared to earlier versions of Redshift.
  • RT also now supports texture compression, which reduces the amount of VRAM that is being used by textures.
  • The Distorter shader in Redshift now supports 3D distortions and the MatCap shader shines with new parameters.

Redshift 3.5.19 (2023.09)- September 13, 2023

  • [Houdini] Added support for Houdini 19.5.716 and dropped support for 19.5.605
  • [Hydra] Added support for Solaris 19.5.716 and dropped support for 19.5.605
  • [All] Fixed corruption and crash bugs that could occur when rendering scenes with photons, IPC and SSS

Redshift 3.5.18 (2023.09)

Note the fixes listed below are included in 3.5.19 as well. This version was solely released within C4D and is not available for download via the Maxon App.

  • [Maya] Fixed support for Maya 2024/macOS on Apple Silicon hardware
  • [Max] Added support for global optical camera parameters
  • [Max] Fixed incorrect tone mapping defaults in optical camera parameters
  • [C4D] Added localization for Japanese and Simplified Chinese (in all supported versions of C4D)
  • [C4D] Fixed bug that would cause procedural projections to get lost after rendering shaderballs
  • [C4D] Added experimental support for automatically converting cloners with instances/multi-instances of meshes or proxies to point-clouds, improving performance and interactivity for scenes with a large number of clones
  • [C4D] Changed the default export units; new scenes will now default to centimeters and the Legacy Units option will be disabled
  • [C4D] Addressed issue that prevented the batch conversion of C4D Standard materials to Redshift materials
  • [C4D] Addressed issue where switching between Basic and Advanced render options would trigger an IPR restart
  • [C4D] Addressed issue where a camera-map procedural projection would produce incorrect results if the linked camera had a film offset
  • [C4D] Addressed a crash when extracting Pyro volumes with a very large number of voxels
  • [C4D] Addressed a rare deadlock when opening a scene with proxies with their geometry previews enabled
  • [Houdini] Added support for Houdini 19.5.682 and dropped support for 19.5.569
  • [Houdini] Added support for the resolution override options while batch rendering using hrender.py
  • [Houdini] Added support for rendering Packed Alembic primitives as Redshift Alembic procedurals
  • [Houdini] New option in the RS ROP node to configure the Alembic procedural working mode (Alembic SOP or Packed Alembics)
  • [Houdini] Support of the “time” and “fps” primitive attributes to configure the RS Alembic procedural time and fps parameters
  • [Houdini] Addressed the default light position updating in scenes with animated cameras
  • [Houdini] Fixed a problem in the RenderView color picker
  • [Hydra] Added support for Solaris 19.5.682 and dropped support for 19.5.569
  • [Hydra] Added support for assets picking in the Solaris viewport
  • [Hydra] Added support for color temperature as a multiplier to the textured lights
  • [Hydra] Added new params to the RS SunSky light to override some of the sky environment settings
  • [Hydra] Addressed the default value of the optical camera saturation parameters
  • [Hydra] Fixed several issues in the Scene Import LOP scripts affecting the RS lights
  • [Hydra] Fixed a problem in the camera map node while using a projection camera
  • [Katana] Added support for light instancing using instance sources or instance arrays
  • [Katana] New option in the RedshiftObjectSettings node to configure the light instances shader type
  • [Katana] Added support for lights instancing “light_color”, “light_temperature” and “light_intensity” arbitrary attributes
  • [Blender] Fixed RS Ramp node update changes issue in IPR mode
  • [Blender] Added support for User Data Attributes
  • [Blender] Added basic support for Jitter node (only ‘ObjectID’ mode is working for now)
  • [Alembic Procedural] Fixed a crash if the abc file is not ready for reading
  • [Alembic Procedural] Added support for the replacement of the alembic assets local transformations
  • [All] Added system requirement for CPU with AVX2 support
  • [All] Updated version of Intel Embree to 4.1.0
  • [All] Added support for nested projection nodes; existing scenes can look different if multiple projection nodes were used in the same material
  • [All] Distorter shader: Added support for world and object space distortion; existing scenes can look different, if distorter input was in world or object space
  • [All] Extended MatCap shader with scale, rotation and coordinate space parameters
  • [All] Fixed bug introduced in version 3.5.16 that would prevent proxies from being compatible between Linux/MacOS and Windows platforms
  • [All] Fixed brick shader not using the alternative color on Vega GPUs
  • [All] Fixed OSL bug that could cause a compile error when using the trace() function
  • [All] Fixed old bug that could cause instanced point cloud sphere primitives to have incorrect normals

Redshift 3.5.17 (2023.07) – July 19, 2023

  • [Maya] Added support for Maya 2024 (macOS and Linux
  • [Max] Fixed incorrect focal length calculation that broke Bokeh depth-of-field in Optical camera mode
  • [Max] Fixed issue where upgrading scene to Optical camera mode does not apply exposure compensation
  • [Max] Fixed issue where upgrading scene to Optical camera mode converts global Bokeh and Lens Distortion instead of overrides
  • [Max] Fixed issue where Post FX configuration could be overwritten from the wrong source when creating or adjusting camera modifiers
  • [Max] Fixed issue where global backplate is reset when rendering
  • [Max] Fixed issue where switching between OSL shaders in the material editor did not update the UI and/or crashed 3ds Max
  • [Max] Fixed issue where vertex-based deformation blur was not applied to a non-animated mesh
  • [Max] Fixed issue where stale Post FX configuration could be pushed to Render View during IPR update
  • [C4D] Added experimental support for multi-threaded expansion for cloners
  • [C4D] Addressed a few issues leading to reduced interactivity when procedural projections were used
  • [C4D] Addressed an assertion error when linking an environment shader to a portal light
  • [C4D] Addressed a rare crash during C4D shutdown
  • [C4D] Addressed an issue in material previews leading to node disconnections to render as if the connections were still active
  • [C4D] Changed the batch conversion of C4D materials which now creates to create graphs based on RSStandard instead of RSMaterial
  • [Houdini] Added support for the “width” point attribute to configure the RS Strands, along with “pscale” and “strand_scale”
  • [Houdini] Added the “Redshift_RVCopyRenderRegion” hscript command to copy the RV render region to the current camera crop parameters
  • [Houdini] Add new “Improved Merge-based Export Workflow” option to the RS Proxy Export SOP that can help while exporting nested subnet nodes
  • [Houdini] Fixed the LUT parameters in the RS PostFX COP node
  • [Houdini] Fixed a bug in the procedurals instancing code
  • [Houdini] Fixed a crash while rendering curves with no points
  • [Houdini] Fixed a problem in the VOP node params GUI when linked to another node
  • [Houdini] Fixed a problem in the portal lights transparency parameter
  • [Houdini] Fixed a crash while rendering scenes with not valid crop values in the camera node
  • [Houdini] Fixed a rounding issue in the rendering region calculation that resulted in a missing border pixel line
  • [Houdini] Minor update in the RS Material Builder to remove the KineFX tab
  • [Hydra] Added support for ngons tessellation and displacement
  • [Hydra] Added the missing transparency parameter to the portal lights
  • [Hydra] Addressed the support of the asset resolvers in the string user attributes holding asset paths
  • [Hydra] Fixed the lack of custom AOVs default shaders using the new “Used as Hydra Custom AOV Default Shader” param to the USD material builder and output VOP nodes
  • [Hydra] Fixed a problem with the displacement autobump parameter
  • [Hydra] Fixed a problem with the ngons normals computation when they are not available
  • [Hydra] Fixed an issue in the Linux builds that affected some Linux distributions
  • [Hydra] Fixed a viewport rendering problem while updating some shader nodes connections
  • [Hydra] Fixed a crash while rendering deep files from the Redshift LOP
  • [Hydra] NGons triangulation code updated to support polygons up to 16k vertices
  • [Hydra] Minor update in the RS Proxy and USDProc LOPs to fix the primpath for guide component
  • [Katana] Added support for ngons tessellation and displacement
  • [Katana] Fixed a bug in the Sun Lights introduced in RS 3.5.15
  • [Katana] Fixed a problem in the portal lights transparency parameter
  • [Katana] Fixed a live rendering problem while updating some shader nodes connections
  • [Blender] Fixed issue that occurred when the name of the linked Light for the Physical Sky and the name of the object’s container did not match
  • [Blender] Allow the user to set values greater than 1 for Light & Ray Contribution & Scales
  • [Blender] Fixed Blender scene unit scale values, applied to ‘Spherical Aberration’ for the camera DoF parameters
  • [Blender] Fixed issue updating Environment image changes in IPR mode
  • [USD Procedural] Fixed a problem with the displacement autobump effect
  • [USD and Alembic Procedurals] Fixed a crash while rendering proxy objects that include the procedural with different motion blur settings
  • [USD and Alembic Procedurals] Added support for the procedural instancing stored inside proxy objects or scenes
  • [USD and Alembic Procedurals] Fixed several problems while rendering proxy scenes including the procedural
  • [RenderView] Support logarithmic sliders for f-stop and shutter time ratio
  • [RenderView] Improved display of values in edit boxes associated with slider controls
  • [RenderView] Fixed issue where editing Post FX can result in value-snapping of unrelated float parameters, causing unintentional edits in the scene
  • [RenderView] Fixed issue where slider handles do not track correctly with the mouse pointer when dragging
  • [RenderView] Fixed issue where sliders with expanding ranges never contract again
  • [RT] Fixed a memory corruption error which would lead to strong visual artifacts and freezes
  • [RT] Significantly improved SSS convergence speed
  • [All] Added new Jitter shader node to all supported DCC host applications
  • [All] Added new MatCap shader node to all supported DCC host applications
  • [All] Fixed VRAM memory leak issue that could happen with scene loads when hardware acceelerated ray tracing was enabled
  • [All] Fixed SSS count assert bug introduced in 3.5.16 that could occur under certain combinations of point-based GI and point-based SSS and ray-traced SSS
  • [All] Fixed matte-shadow corruption bug introduced in 3.5.16 that could occur when point-based GI is enabled
  • [All] Fixed bug that could cause a crash after disconnected RSUserData shader nodes from a material

Redshift 3.5.16 – June 14, 2023

Redshift 3.5.16 extends DCC support and features substantial improvements to memory management in Redshift CPU.

  • Redshift is now available for the latest version of Maya on Windows machines, with support for other operating systems coming soon.
  • Redshift Camera and Backplates are now available in Redshift for 3DS Max. Now 3ds Max users can easily apply different backplates for each camera, either in-render or as a post-effect, with robust frame fitting and adjustment options.
  • New material preset for Principled Hair added for Cinema 4D makes it even easier to get up and running with physically-based hair. More realistic hair with nuanced settings for texture and shape variation can now be created with just a few clicks in the Material Manager while Redshift is active.
  • Redshift CPU rendering is now faster in all host software packages, with significantly lower memory requirements (50% on average).
  • General performance and stability updates for improved performance in 3ds Max, Cinema 4D, and Houdini.
  • Added support for animated vertex deformation with motion blur in Redshift for Blender.
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