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.
Achieve blazingly fast indirect lighting using biased point-based GI techniques, as well as brute-force GI.
Harnessing the raw power of the GPU and using intelligent sampling techniques makes Redshift the worlds fastest 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 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.
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.
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.
Users can export their scene and render it independently of their 3d app using the redshiftCmdLine tool.
A C++ SDK is available for studios that require deeper integration of Redshift with their pipelines. Please contact us for more info.
Physically Based Materials
Flexible, production-ready shader, compatible with PBR workflows of Allegorithmic Substance and Unreal Engine.
Control how materials behave for certain ray types. Useful for customizing GI or double-sided polygon shading.
Multi-lobe anisotropic specular using the physically-based Marschener BRDF.
Dedicated skin shaders
Support for up to 3 layers of sub-surface scattering in a single shader for realistic looking skin.
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.
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.
Efficiently light an entire scene using image-based environment textures.
Use any mesh in the scene as a light source, with the same features and sampling efficiency as regular area lights.
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.
Multiple camera lens types
Fisheye, spherical, cylindrical cameras, lens distortion.
Stereo Spherical rendering for VR applications.
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.
Physical lens effects
Familiar photographic exposure controls such as ISO, shutter, vignette, color balance and textured bokeh depth-of-field.
Support for the world’s most popular scattering plug-in.
Support of the Houdini instancing, including the Instance OBJ node, and the “instance” and “instancepath” attributes, extracted as mesh instances or particle point clouds.
Physically correct lights
Full flexibility ranging from area lights to photometric/IES lights, ‘portal’ lights and texture-projected ‘gobos’.
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.
Extensive support for Cinema 4D’s geometry objects including Instances, Generators, Deformers, Cloners and MoGraph objects.
Support for powerful built-in particle instancing and per-particle attributes.
Direct integration with the Altus denoiser from Innobright to further reduce render times while maintaining high quality clean images.