/r/RedshiftRenderer
Redshift is the world’s first fully GPU-accelerated, biased renderer.
Redshift renders scenes many times faster than existing CPU-based renderers. Save time and money, and unleash your creativity!
Redshift is the world’s first fully GPU-accelerated, biased renderer.
Redshift renders scenes many times faster than existing CPU-based renderers.
/r/RedshiftRenderer
Is there any holdout option for redshift renders? It doesnt just work with blender holdout view layers or the holdout shader.
Just l looking for any general insight. The idea is to have a x2 GPU render machine that can free up a work station in a small production studio.
I have a transparent/translucient material applied to cloner with spheres. I need them to look like one bunch in the render (like volume building and volume meshing them but without oviously).
This is how it looks at the moment. As we can see each sphere intersecting.
This is how I need but without having to use volume building and meshing.
I did try trace depths and limiting refraction as low to make intersecting disappear but I looks totally different in every way as you can see below.
So there is there any way to achieve just that? Anyone?
Redshirt works only on MacBook M3 Pro and M3 Max? Or can it work on M3?
Answer for support. Redshift works with every Mac apple silicon, but you need 16gb ram. If you have 8gb ram like me, it only works with CPU.
Hey everyone! Im doing a project where i need anisatropy on my metal, and when I create the anisatropy i get this wierd error, where the shading changes to flat
If anyone cold help, Id be reaaly thankfull!
I've read somewhere recently that Redshift always has to initialize Optix before rendering when the Hardware Ray-Tracing with an RTX Card is turned on, so sometimes that slows down the preview part. Does it then makes sense to turn off the option when just doing previews to work faster and only turning it on when actually rendering to benefit of the potential speed increase?
Hello, what are the limitations of redshift student license ?
I'm trying to build a scene where this object is lit by a single IES light from above, and we can see the beam in the environmental scattering, but I can't get rid of this incredibly dense fog layer at the bottom. I can't move it down to be out of view since the shader renders it infinitely in all directions, and I've turned my fog all the way down to zero and it still doesn't go away. I don't want to turn off volumetric scattering either because I want the beam to be visible. How do I approach this to get the effect I'm looking for?
I'm new to Redshift and IES lights.
Hi,
I'm learning redshift in cinema 4d and I really like to do it in cinema 4d but I sometimes wish to use it like I could do in Substance Painter.
Is there a magic node to use my ramp like I could use a gradient generator and world space normal position ?
Or maybe any magic bake ?
I know that I could make proper uv that could easily fix that BUT I would lose to much uv space ...
Thank you 🙏
I have some cloud vbds with a realistic looking cloud volume material that I want to make editable because using a RS Volume with the VBD, makes my whole system chug, so I would love to convert the vbds and the density from the volume material into an actual mesh and have a similar material.
Is there any way to do that in C4D + Redshift at all?
Hey guys,
I am using redshift for half a year now. Yesterday I worked on a small scene adding some takes. Over the day it felt like the “Initializing Optix” time in progressive render got longer and longer.
I have not even activated denoising and I am rendering in progressive mode. So why could max performance suffer without adding geometry to the scene?
Does anyone have this infuriating issue with Redshift in C4D? Below are two live viewer screen caps, one with Post FX on and the other with the same Post FX on - only difference is that upon previewing, I went into the render settings window in the viewer, toggled off and on the bloom and streak, and tada Redshift forgets how to apply PostFX in under two seconds. List of things that don't work and have tried:
-Sending to render, PostFX doesnt render in picture viewer
-Change and try any and all colorspaces (ACES, linear, etc), still no PostFX in render output
-Merged into a new project, nada
-Recreate new camera object with same settings, nothing
-Switch lens Effects section on camera object from "Render Settings" to override so we can bypass the render settings in live viewer altogether - still nothing
-delete and re-add the RS PostFX checkbox in render output settings window, zilch
-upgraded to all the "latest and greatest" C4D 2024.2.3 and RS 3.5.24, on Win 10, latest 4090 drivers, NOTHING
Now I do remember having this problem a few years ago with Maxon/Redshift when they changed the RS Camera tag to be integrated into the camera object - live viewer would often get "stuck" in this incorrect live viewer output where it ignored the PostFX no matter what......UNTIL you exited the camera perspective in the object list, THEN jumped back in, RS seemed to finally understand the preview needed PostFX. Well now that trick doesn't work, thanks for making the bug permanent I guess Maxon.
And for anyone who retorts "just do fx in post moron", what the fuck then is the point of building this into RS if it doesn't work at all??
Is someone able to explain how to correctly use this exclusion tag for isolating lights to certain objects and not the whole scene. I cannot figure out how to do this either including or excluding, and dropping the tag on the light itself or the object. Any explanation would be amazing, thank you.
Hello guys,
we are running a 6x 4090 render server, that I want to devide into 3 workers á 2 GPUs. Now my question: How many licenses do we actually need for this? Redshift can have 8 GPUs per session at max. So we need 3 licenses for every worker right?
Hi! I’m having a problem with my render using redshift vr camera. I have a shader that works with light and it works perfectly with a normal camera. However, with the VR camera the pattern overlay is distorted, and in the headset comes up distorted too. In the link there are some images of the blocking test with the shader, the objects that are close to the camera come out perfectly fine, but for example on the floor you see these lines of distortion. Why can it be and what can be done to fix this?
Im wondering about 2 of those graphic card for redshift. Which one just I chose to buy
Crafted it using megascans and animated in Cinema4d later rendered with our very own Redshift
I just installed a new 4090 FE into my machine (replacing two 2080ti). I can get my hands on another 4090, if I want it. If I was to use both GPUs, would need to upgrade case and PSU (just adding for context).
My question and issue to solve has been around optimization for the renderviewer while working. Render times for the single 4090 I’m fine with, but I’m trying to figure out if having 1 vs 2 GPUs would help improve the Redshift renderview(?) Thanks!
I have Cinema 4d 2024.0 + redshift 3.5.18 installed, my video card is not displayed in redshift so I render on the CPU, what memory settings should I set for rendering on the CPU ?