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
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 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 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.
Shading and texturing
Redshift supports complex, advanced shading networks and texturing capabilities as required for production-quality rendering.
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.
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.
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.
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 advanced controls for physical camera effects.