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.

core

Global Illumination

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

core

World-leading performance

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

core

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.

core

Transformation and deformation blur

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

core

Volumetric rendering

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

core

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.

core

Tessellation and displacement

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

core

Per-object flexibility

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

core

Baking

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

core

Command-line rendering

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

core

SDK

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

core

Altus Denoiser

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

SHADING & TEXTURING

Physically Based Materials

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

SHADING & TEXTURING

Ray switches

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

SHADING & TEXTURING

SDK

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

SHADING & TEXTURING

Dedicated skin shaders

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

SHADING & TEXTURING

Round corners

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

SHADING & TEXTURING

Displacement mapping with ‘auto-bump’

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

SHADING & TEXTURING

No texturing limitations

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

SHADING & TEXTURING

Powerful shading attributes

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

SHADING & TEXTURING

Sprite node

Render foliage and other opacity-cutout effects blazingly fast!

SHADING & TEXTURING

Large variety of nodes

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

SHADING & TEXTURING

Dome lights

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

lighting

Mesh lights

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

lighting

Volumetric lighting

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

lighting

Physical sun and sky

Natural-looking physical sun light and sky emulation.

SHADING & TEXTURING

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.

cameras

VR

Stereo Spherical rendering for VR applications.

cameras

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.

aovs

Many AOV Types

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