Redshift v2.6.x

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Redshift is the world’s first fully GPU-accelerated, biased renderer.

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


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Works with your software

Redshift works with a number of industry standard applications for a seamless integration into your pipeline

  • Autodesk Maya
  • Autodesk Softimage
  • Autodesk 3DS Max
  • Cinema 4D
  • Houdini


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

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

Global Illumination

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

World-leading performance

World-leading performance

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 a powerful shader, matte and visibility flag overrides as often required in production.

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

Redshift SDK


  • 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.

Shading and texturing

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.
  • Hair shader
    redshift Hair
  • Multi-lobe anisotropic specular using the physically-based Marschner BRDF.
  • Dedicated skin shaders
  • Support for up to 3 layers of sub-surface scattering in a single shader for a realistic looking skin.
  • 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.
  • 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.
  • 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.


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.

  • 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.
  • Volumetric lighting
  • Redshift lights can affect atmospheric volumetric fogging for the popular ‘God ray’ effect.
  • Physical sun and sky
  • Natural-looking physical sunlight 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 as advanced controls for physical camera effects.

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


Redshift supports a comprehensive set of AOVs for the most demanding post-production compositing needs.

  • 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.

Integrations with your applications


  • Instancer
  • Support for Autodesk’s extension for node managing instances of scene objects created by a MASH network.
  • XGen
  • Support for Autodesk’s own geometry instancer for Maya.
  • Ornatrix Maya
  • Support for the super popular hair, fur and feathers plug-in for Maya.
  • PL Yeti
  • Support for the popular fur, hair and feathers tool-set for Maya.
  • Joe Alter
  • Support for Shave and a Haircut the veteran Maya hair and fur plugin.
  • Golaem
  • Support for the popular crowd simulation software for Maya.

3ds Max

  • Forest Pack
  • Support for the world’s most popular scattering plug-in.
  • Ornatrix Max
  • Support for the super popular hair, fur and feathers plug-in for 3ds Max.
  • Hair Farm
  • Support for the precise and powerful hair modeling 3ds Max plug-in.


  • ICE
  • Support for ICE interoperability for Maya to send ICE effects data between Maya and Softimage.
  • Cinema 4D
  • Mograph Cloner
  • Extensive support for Cinema 4D’s geometry objects including Instances, Generators, Deformers, Cloners and MoGraph objects.
  • Particle Instancing
  • Support for powerful built-in particle instancing and per-particle attributes.


  • Hair and Fur
  • Support of the Houdini curve primitives, that are extracted as efficient Redshift hair objects.
  • Houdini primitives
  • Automatic and configurable tessellation of the Houdini primitive surfaces (primitives, nurbs, etc.).
  • Volumes
  • Direct rendering of OpenVDB files and the Houdini Volume and VDB primitives. Support of volume instancing and velocity grids.
  • Strands
  • Render of any kind of Houdini primitive as Redshift strands.
  • Instancing/particles
  • Support of the Houdini instancing, including the Instance OBJ node, and the “instance” and “instancepath” attributes, extracted as mesh instances or particle point clouds.
  • Non-GUI Tools
  • 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.

Operating Systems

  • Microsoft Windows: 64-bit Windows 7 / 8 / 10
  • Linux: 64-bit distribution with glibc 2.12 or higher
  • MacOS: Sierra (10.12) or High Sierra (10.13)

3D Applications Supported

  • Autodesk Maya (Windows, Linux, and macOS): 64-bit edition. 2014 or later
  • Autodesk 3ds Max: 64-bit edition. 2013 or later
  • Maxon Cinema 4D (Windows and macOS): 64-bit edition. R16 or later
  • SideFX Houdini (Windows, Linux and macOS): 64-bit edition. 15.5 or later
  • The Foundry Katana (Windows, Linux): 64-bit edition. 2.5v4 or later


  • 8GB of system memory
  • Processor with SSE2 support (Pentium4 or better)
  • NVidia GPU with CUDA compute capability 2.0 or higher and 2GB VRAM
  • Single GPU


  • 16GB of system memory or more
  • Core i7 or Xeon equivalent, 3.0GHz or higher
  • NVidia GPU with CUDA compute capability 6.0 or higher and 8GB of VRAM or more
  • Multiple GPUs

Please Note

Redshift currently only supports CUDA-compatible NVidia GPUs. Support for other GPU platforms (such as AMD GPUs) is planned for the future.

Please see here 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 also recommend reading the “Hardware Considerations for Redshift” document.

1 review
100% of reviewers recommend this product
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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

Version 2.6.41

* [Maya] Improved performance of IPR mode
* [Maya] Improved performance when rendering objects with motion blur
* [Maya] Fixed an issue where post effects should be applied outside of the Region Render area
* [Maya] Fixed an issue where Batch Rendering resolution wouldn’t match render layer override resolution
* [Maya] Fixed multiple issues with high dpi scaling
* [Maya] Fixed an issue where the Per Particle Reference attribute would cause a crash if the Particle object was empty
* [Maya] Fixed an issue where instancer objects could significantly slow down IPR mode with motion blur disabled
* [Maya] Fixed bug with file output of utility buffers for Altus 1-pass
* [Max] Fixed bug introduced in 2.6.39 where modifying lights during IPR could cause incorrect renders or crash
* [Max] Fixed bug where block indicators on 3ds Max buffers can spill outside region being rendered
* [Max] Fixed bug that could cause IPR to update endlessly when rendering with animated camera and motion blur
* [Max] Fixed bug that could cause IPR to update when moving the mouse over the viewport in scenes with instanced target lights
* [Max] Fixed bug where IPR would restart a completed render after rendering a shaderball for material not used in the scene
* [Max] Fixed bug that excluded right and bottom edges of a region when rendering with Render View region box
* [Max] Fixed bug where displacement shaders were not applied when inside a shader graph rooted at RS Ray Switch Material or RS Store Color To AOV
* [Max] Fixed issue that could raise an exception in Forest Pack 5.4 with older versions of 3ds Max when scattering volume grids
* [Max] Fixed issue where choosing a new IES light profile did not start in the directory containing the current profile
* [Max] Fixed errors displaying viewport guides and shading preview for spot lights
* [Max] Improved UI responsiveness in Material Editor while rendering shaderballs
* [Max] Added Proxy Export option “Transform Pivot to Origin”, available when exporting a single item
* [Max] Added output directory shortcut buttons to Proxy Export dialog
* [Max] Potential fix for degraded viewport performance on scenes with instanced target lights
* [Max] Updated bundled scene converter script to version 0.29
* [Max] Added plugin options rollout (Render Setup > System > Local Plugin Options) for settings that persist across 3ds Max sessions:
* [Max] – Added plugin option to adjust Render View UI for high DPI displays
* [Max] – Added plugin option to restore previous Render View window position
* [Max] – Added plugin option to compensate for borderless windows when fitting Render View to a display (Windows 10)
* [Max] Volume grids scattered by Forest Pack now show correct bounding boxes in the viewport
* [Max] Added log messages to assist with finding spurious IPR refreshes
* [Max] Fixed bug with file output of utility buffers for Altus 1-pass
* [C4D] Addressed an issue where deleting an object referenced as a custom particle object would not always update the object distribution.
* [C4D] Addressed an issue where an incorrect RenderView color scheme was used under certain conditions.
* [C4D] Addressed an issue where where Multi-Instances from cloners could use inconsistent MoGraph attributes under certain conditions.
* [C4D] Changed PostEffect behavior, so that all effects except Bloom, Flare and Streak are now allowed in region renders.
* [Houdini] Fixed a crash in the bgeo instancefile instancing.
* [Houdini] Addressed the behavior of the additional beauty AOVs to render them by default without configuring them as remainder.
* [Houdini] Addressed some additional issues found with the RenderView OCIO file UNC paths.
* [Houdini] The camera selected in the RenderView can now be updated from the viewports when it is locked.
* [Houdini] Fixed the flickering of some RenderView buttons while updating the scene view or parameters.
* [Houdini] Added the light group feature to the RS Portal lights.
* [Katana] Addressed the behavior of the additional beauty AOVs to render them by default without configuring them as remainder.
* [RenderView] Fixed an issue where some of the PostFX values default values were not correct
* [RenderView] Fixed a crash that occasionally happened when the Pixel Sampler was near the edge frame buffer
* [RenderView] Fixed crash when opening RV on system without hardware OpenGL support (e.g. some Remote Desktop clients)
* [RenderView] Fixed a potential crash when restoring snapshot images
* [All] Fixed bug introduced in 2.6.28 that forced global volume height fog to appear fully fogged when looking at the environment through the fog plane
* [All] Added ‘Spread’ option to Portal lights
* [All] Fixed bug introduced in 2.6.39 that could cause a crash when exporting embedded volumes in proxies
* [All] Fixed bug where tessellation would produce wrong results on meshes using more than 2 deformation steps

Version 2.6.40

This build includes plugins for Maya, 3ds Max, Houdini, C4D, Softimage and Katana

Redshift 2.6 versions require NVidia driver version 390.65 or later (Windows), 390.25 or later (Linux) and 387.128 or later (macOS)

Click here for online documentation (including setup instructions)

Release Notes
WARNING: This version upgrades the Redshift proxy file version! Proxy files exported with this version won’t load in previous Redshift versions!
* [Maya] Added the Per Particle Reference attribute to MASH Instancers
* [Maya] Reverting the mistakenly enabled ‘Environment’ as the new reflection end color parameter default
* [Maya] Improved performance of XGen IGS and Curve Sets when using motion blur
* [Maya] Fixed an issue with the Maya Renderview clearing the region outside the region being rendered when finished
* [Maya] Fixed a crash if you unload the Redshift plugin without XGen loaded on Maya 2016.5 and greater
* [C4D] Added initial support for scene export units, through the new Units section of the Integration tab in the Redshift Render Settings. For more details see https://www.redshift3d.com/forums/viewthread/25008/
* [C4D] Improved support for the X-Particles xpTrail object, so that alternative spline types and subdivision modes can now work with per-sample color and thickness values.
* [C4D] Addressed an issue in the Environment and DomeLight shaders where some parameters related to texture gamma were not effective.
* [C4D] Addressed an issue where a renamed material would not be reflected in the ShaderGraph Editor’s window title.
* [C4D] Addressed an issue where an inconsistent RenderView color scheme would be used, under certain conditions.
* [Houdini] Added support for H17.5.229 and dropped support for H16.5.571
* [Houdini] The camera nodes added to the scenes obey the OCIO environment variable settings.
* [Houdini] Fixed the vignette effect in the PostFX COP2 node.
* [Houdini] Fixed a bug in the force matte feature related to the multi-thread scene extraction.
* [Houdini] Added support for json files from disk as scene level stylesheet.
* [Houdini] Fixed a crash while rendering deep files with the postfx or denoising features enabled. They are not compatible.
* [Houdini] New hscript command “Redshift_getProxyDependencies” to get the proxy dependencies from any proxy OBJ node or file.
* [Houdini] Added support for the tetrahedron primitives in the “Tessellate Primitives” feature.
* [Katana] Fixed the Redshift shading nodes ramp type parameters knots reset problem.
* [Katana] Fixed a crash while rendering deep files with the postfx or denoising features enabled. They are not compatible.
* [RenderView] Added menu option View > Pixel Sampler Region to enable/disable the Pixel Sampler Region from displaying
* [RenderView] If a default preset file does not exist it will now be automatically created
* [RenderView] Fixed an issue that would cause Snapshots to not load/save images correctly
* [All] Fixed bug with motion blurring color volume grids
* [All] Fixed rare bug that could produce crashes (stack overflow related) during scene processing for specific geometry/instancing topologies
* [All] Fixed bug relating to new ‘Environment’ Reflection End Color option that could result in trace-depth related asserts
* [All] Fixed bug relating to new ‘Environment’ Reflection End Color that could knock out the fake reflection after multiple bounces

Important information for Cinema 4D:
This release introduces a change to the data to render settings and shader parameters. The plug-in will perform the necessary data conversion automatically when an older scene is detected. Once a scene is saved, it may become incompatible with previous versions of the plug-in. So we recommend that you keep a backup of your scenes before using them with newer versions of the plug-in.

Version 2.6.30

This build includes plugins for Maya, 3ds Max, Houdini, C4D, Softimage and Katana

Redshift 2.6 versions require NVidia driver version 390.65 or later (Windows), 390.25 or later (Linux) and 387.128 or later (macOS)

Release Notes

  • [Maya] Added support for XGen Interactive Grooming Splines (Windows only due to issues on Linux and macOS)
  • [Maya] Converted translation of non-instancer particle systems to new native sphere primitive (aka ‘new particle tech’)
  • [Maya] Modified particle translation to use “velocityVector” and “angularVelocityVector” attributes rather than query velocity directly via the particle API; this provides initial support for MASH motion blur in ‘instance’ mode and allows for third-party nodes connected to instancers to provide velocity data
  • [Maya] Added visibility flags to Maya Fluids
  • [Maya] Fixed a crash caused by Maya Fluids when in IPR mode and changing the time slider
  • [Maya] Fixed an issue where Maya Fluids would not be the correct scale when rendered
  • [Maya] Fixed a crash when using a material other then RSVolume when rendering Maya Fluids
  • [Maya] Fixed bug that prevented the use of environment variables when specifying a proxy’s file path
  • [Maya] Fixed bug that resulted in lights not linked to any objects to not respect the ‘illuminate by default’ state
  • [Max] Added multi-step deformation blur support for geometry
  • [Max] Velocity channel (3ds Max 2019) is used for deformation blur if present, allowing deformation of Alembic
  • [Max] Fixed issue that causes motion blur banding artifacts with step counts higher than 2
  • [Max] Fixed issue where Render View status bar did not show rendering progress during IPR
  • [Max] Fixed installer issue where Redshift Converter script was not copied to Max installation directories
  • [Max] Workaround missing RailClone Color support by connecting default map as pass-through
  • [C4D] Added support for texture baking through BakeSets and the new Bake command.
  • [C4D] Improved the Asset Manager which now includes textures from MultiShaders.
  • [C4D] Addressed an issue where indirectly referenced materials would be deleted by the Remove Unused Materials command.
  • [C4D] Addressed an issue with light/object exclusions in “Include” mode.
  • [C4D] Addressed an issue where the IPR would not detect lights with animated textures.
  • [C4D] Addressed an issue with the Clear Files command in the Asset Manager.
  • [C4D] Addressed an issue where a Multi-Instance could have an incorrect material assignment under certain conditions
  • [Houdini] Added support of subnets instancing, feature that can be enabled in the RS OBJ spare parameters, instancing tab
  • [Houdini] New camera overscan options in the RS ROP node
  • [Houdini] Fixed a problems with the volume transformations when the first grid available was not used by the shader
  • [Houdini] Fixed the extraction of the volume scattering tint shader if this feature is disabled
  • [Houdini] Fixed a crash in the “instancefile” preview SOP if included inside a subnet
  • [Houdini] Automatic gamma correction of the environment and dome light shaders texture maps
  • [Houdini] Fixed a crash in the multi-thread scene extraction feature related to the automatic attributes extraction code
  • [Houdini] Fixed a rare crash related to the extraction of empty OBJ nodes from multiple threads
  • [Houdini] Support of the IPR rendering in “Manual” update mode without forcing the viewports updating
  • [Houdini] Improved support for the packed geo instancing from instancers built using block type SOPs
  • [Houdini] Improved rounding of the ROP node camera resolution overrides
  • [Houdini] Addressed a material stylesheet groups override issue
  • [Houdini] New plugin build for H17.0.416
  • [All] Fixed bug that would cause proxy point cloud per-instance user attribute data to get lost
  • [All] Fixed bug in RS Noise shader that prevented the ‘Constant’ time parameter from working
  • [All] Fixed bug that could result in RS Noise shader yielding black results when using the ‘Vertex Attribute’ coordinate mode to drive the random seed
  • [All] Fixed crash bug related to multi-step deformation blur
  • [All] Fixed bug that could produce crashes when tessellation was enabled on meshes containing hidden polygons
  • [All] Fixed bug that could result in noisy global volume scattering when using lights with area spread
  • [All] Fixed bug that could cause a crash when processing textures with one dimension much bigger than the other
  • [All] Fixed bug that could produce visual artifacts on volume grids using color attributes (for scatter color or transmission color)
  • [All] Fixed ancient bug that could cause a visible ringing artifact when rendering hair with ‘Min Pixel Width’ enabled
  • [All] Added new AOV option to force the results to black for environment rays
  • [All] Both Altus and OptiX now use GPUs consistent with Redshift’s GPU selection. This solves related issues when launching multiple concurrent render sessions
  • [All] Added support for PSD ‘layer’ extraction from texture files, using the RS TextureSampler node

v2.6.29 Release Notes

This build includes plugins for Maya, 3ds Max, Houdini, C4D, Softimage and Katana

The fix for mesh lights might result in your renders changing in appearance, in that they may produce brighter results for rough surfaces!

Release Notes

  • [Maya] Fixed bug that would cause the Hosek-Wilkie skydome colors to get stuck when moving the sun
  • [Maya] Rectangle and Disk shape Physical Lights now have viewport indicators
  • [Maya] Fixed an issue in Maya 2016 where the Redshift Shelf would not load
  • [Max] Martin Geupel’s Redshift Converter v0.25 now bundled—access via viewport context menu
  • [C4D] Added ‘Auto’ input selection option to the RS Ramp node. This is the new default
  • [C4D] Addressed an issue where the texture in RSLights was not effective when using the “Temperature and Color” mode
  • [Houdini] Added ‘Auto’ input selection option to the RS Ramp node. This is the new default
  • [Houdini] New logic to manage the deprecated ROP parameters and avoid warning messages.
  • [Houdini] New HScript command “Redshift_openRenderView” to open the floating RS RenderView window without starting the IPR rendering.
  • [Houdini] New option in the RS ROP node, IPR tab, to open the RS RenderView window without starting the rendering.
  • [Katana] Added several “hidden” texture related render options to the RedshiftRenderSettings node, system tab.
  • [All] Fixed bug that could result in dark halos around ray-marched volumes when interacting with global environment fog
  • [All] Fixed bug introduced in version 2.6.10 that broke multiple importance sampling for mesh lights, specifically for rough/diffuse surfaces, resulting in too dark lighting
  • [All] Fixed yet another mathematical edge case that affected area lights with spread and global volume scattering, resulting in black areas
  • [All] Fixed an OIIO crash when rendering PSD textures(bug introduced in 2.6.28)
  • [All] Rolled back OptiX version to 5.1.0 to reinstate support for RTX/Turing GPUs
  • [All] Added support for ‘REDSHIFT_DEBUGCAPTURE’ environment variable, useful for capturing GPU crash info on individual render farm nodes

v2.6.27 Release Notes

Redshift 2.6.27 is now available. This release contains many bug fixes and several long-awaited features. 3dsmax now has Cryptomatte, Houdini now supports CopySOP packed primitive instancing and has a big IPR performance boost. Keep in mind Houdini 17 builds are still not merged into the base build so if you need H17, download it from its specific H17 thread in the forums.

Release Notes

  • [Maya] Fixed bug that caused the Noise shader ‘Billow’ pattern to jump when changing time
  • [Max] Added support for Cryptomatte AOV
  • [Max] Fixed issue where Deadline can write additional or empty files for AOVs when using Redshift File Output or Light Groups
  • [Houdini] Updated Volume SHOP HDA.
  • [Houdini] Massive IPR performance boost. Addressed a critical issue that was severely affecting the Redshift scene updates.
  • [Houdini] SOP level packed primitives instancing support. New option in the RS OBJ spare parameters, Instancing tab, to enable this new feature.
  • [Houdini] New plugin build for Houdini 16.5.634. Removed the build for Houdini 16.5.496
  • [Houdini] Addressed a crash in the scene multi-thread extraction code related to the default materials used by the stylesheets.
  • [Houdini] Recovering of the selected nodes state while exporting proxy files using the proxy output node.
  • [All] Fixed naming error in the RS Ramp shader input source option
  • [All] Fixed rare OOC texture sampler bug that could cause visual corruption when AMM is enabled
  • [All] Fixed potential “banding” issue when rendering lower-resolution volume grids
  • [All] Fixed bug that prevented proxy file tiled texture (UDIM/UVTILE) dependencies from being determined
  • [All] Fixed “Stack Allocator num bytes should be zero at this point” crash.
  • [All] Fixed bug that could cause Custom AOV ‘default’ shaders to produce inconsistent results when rendering animations
  • [All] Fixed rare bug that could cause a heap corruption crash when generating the geo node groups
  • [All] Fixed AMM bug that could result in underutilizing VRAM for geo and texture cache
  • [All] Added tiled texture paths (with tag) output to the RS CmdLine -printdependencies log
  • [All] Added output path option to the RS TextureProcessor tool
  • [All] Added a ‘Reference Object’ option to the RS State node for reference positions and normals output

v2.6.15.23 Release Notes

Important Information

This release introduces a change to the underlying data for RSVolume shader parameters.
The plug-ins will perform the necessary data conversion automatically when an older scene is detected.
Once that scene is saved, it will become incompatible with previous versions of the plug-ins.
Please keep a backup of your scenes before saving them with version 2.6.23.

Release Notes
* [Max] IMPORTANT: Material / Texmap class names and categories are changing in a future release.  Read about the proposed changes here: https://www.redshift3d.com/forums/viewthread/20706/
* [Max] WARNING: “absorption_values” parameter of RS Volume Material is now obsolete and will not be stored with the scene (upgraded to “absorption_colors”)
* [Max] Added support for Max object visibility
* [Max] Added bitmap sequence time controls to RS Camera Map
* [C4D] Added support for per-object opacity through the Visibility parameter of the Display tag
* [C4D] Added support for creating texture cache files (rstexbin) through the Cache Textures option in the Asset Manager
* [C4D] Extended the Asset Manager to include all non-texture assets from the scene (for example alembic files)
* [C4D] Addressed a core assertion error when exporting proxies
* [C4D] Changed the RSVolume absorption curve parameter into a color ramp
* [Houdini] Added support for points instancing and particles multiple steps motion blur in objects with a non-constant topology
* [Houdini] Added support for the “w” angular speed and “accel” acceleration attributes for the instances/particles motion blur computed from the velocity “v” attribute
* [Houdini] New option in the RS ROP node to disable the automatic promotion of the packed prims. “agentshapename” attribute to the final primitives “name” attribute
* [Houdini] Viewport quad and disk area lights direction vector
* [Houdini] Addressed the support of the visibility and matte flags in the volume instancers
* [Houdini] Addressed the sphere lights non-uniform scaling using the area size parameters
* [Houdini] Addressed the support of the instanced lights area size parameter
* [C4D/Houdini/Katana] Fixed bug introduced in 2.6.22 that would incorrectly assume an auto default gamma of 1.0 for 16-bit integer TIF textures
* [All] Volume material absorption updated to support color ramps
* [All] Fixed bug in Cryptomatte code that could produce crashes with redshiftCmdLine
* [All] Fixed bug that could produce corrupt-looking single scattering when geometry goes out-of-core
* [All] Fixed bug that could result in incorrect matte object background colors when using a negative alpha override
* [All] Fixed recently introduced a bug that would trigger an assert when adding total diffuse lighting AOVs
* [All] Fixed ancient bug that could cause AOV corruption or even crashes when rendering with AOVs and transparent Incandescent materials
* [All] Added matte-shadow ‘include/exclude from other mattes’ support for volume objects

Version 2.6.15 Release Notes

This build includes plugins for Maya, 3ds Max, Houdini, C4D, Softimage and Katana

Redshift 2.6 versions require NVidia driver version 390.65 or later (Windows), 390.25 or later (Linux) and 387.128 or later (macOS)

Release Notes
* [Maya] Added support for denoising AOVs
* [Maya] Improved support for the <RenderPass> token in the global file name prefix; when used globally, <BeautyPath> and <BeautyFile> will correctly resolve <RenderPass> to the AOV name rather than “Beauty”
* [Max] Added support for denoising AOVs
* [Max] Added support for previewing Redshift Bitmap in viewport
* [Max] Added option to save denoising utility buffers
* [Max] Light include/exclude lists now exposed to MAXScript
* [Max] Redshift File Output and light group output use trailing separator character if present in file name
* [Max] Changed default separator character to underscore for Redshift File Output
* [Max] Fixed bug where Redshift File Output ignored custom Render Element paths
* [Max] Fixed bug that could cause instability when rendering AOVs with Render View disabled
* [Max] Fixed bug where render element bitmaps were not populated when Render View disabled
* [Max] Fixed bug where Max’s Region / Crop didn’t work when Render View disabled
* [Max] Fixed bug that caused a rendering exception for PFlow events with no mesh
* [Max] Fixed issue where light “include” lists were ignored when none of the target objects were visible
* [Max] Fixed broken UI for Redshift State shader (bug introduced in 2.6.13)
* [Max] Fixed issue with European locales breaking Max UI
* [C4D] Added initial support for Cryptomatte to Direct AOVs during Picture Viewer renders; Multi-Pass output is only available for preview purposes
* [C4D] Added support for denoising AOVs
* [C4D] Addressed an issue where user-specified utility AOVs would not be considered during denoising if their multi-pass output was disabled
* [C4D] Addressed an issue where the Editor Visibility state would be inadvertently reflected to IPR renders
* [C4D] Addressed a potential crash in the ShaderGraph editor, when the Auto Optimize Nodes option is enabled
* [C4D] Addressed an issue in the IPR where a camera could be incorrectly unlocked under certain conditions
* [Houdini] New option in the Houdini “Redshift” top menu bar to open the RS RenderView
* [Houdini] Fixed bug introduced in v2.6.14 that resulted in flipped instances
* [Houdini] Added support for Cryptomatte
* [Houdini] Added support for denoising AOVs
* [Houdini] Fixed a problem with the tangents attributes while rendering with the deformations motion blur enabled.
* [Houdini] Minor fixes in the RenderView rendering progress status.
* [Katana] Fixed a crash if a RenderOutputDefine node for the “primary” AOV is not avilable
* [Katana] Added support for Cryptomatte
* [Katana] Added support for denoising AOVs
* [Katana] Fixed a problem with the tangents attributes while rendering with the deformations motion blur enabled.
* [All] Fixed various Bias/Gain math node bugs
* [All] Fixed bug where OptiX initialization would produce crashes on systems without CUDA-enabled GPUs
* [All] Fixed tessellator bug that could make certain edges not tessellate enough. Artifacts would mostly be visible near the edge of the screen.
* [All] Added temporary workaround for OptiX 5.1 bug. Please see this thread for more info: https://www.redshift3d.com/forums/viewthread/19783/
* [All] Fixed bug that could cause weird looking GI with low tone mapping values
* [All] Added support for GI from volume scattering, including a backwards-compatibility legacy switch to disable this feature
* [All] Added new ‘GI Max Trace Depth’ option to all lights, allowing finer control for lights affecting GI
* [All] Fixed bug that would cause light group Volume AOVs to leak their GI contributions into GI AOVs
* [All] Fixed bug that could produce corrupt/noisy ray-marched volumetric lighting when GI is enabled
* [All] Fixed bug in volume grid motion blur code that could produce either crashes or volume corruption (when motion blurred). Please see this for more info: https://www.redshift3d.com/forums/viewthread/20011/
* [All] Fixed bug that would cause visual corruption when the IDsAndCoverage AOV is enabled
* [All] Fixed bug where autocrop was always enabled for Cryptomatte
* [All] The Volume shader’s “Shadow Density Scale” now affects both direct lighting and GI. Please read this for more info: https://www.redshift3d.com/forums/viewthread/20044/
* [All] Volume cutoffs now work better with non-inverse-square-decay lights. Please see this for more info: https://www.redshift3d.com/forums/viewthread/20035/
* [All] Fixed bug introduced in 2.6.10 that could produce weird banding noise artifacts on volumetric spot lights
* [All] Fixed bug that could make redshiftCmdLine write incomplete/corrupt images. Please see this for more info: https://www.redshift3d.com/forums/viewthread/19901/
* [All] Improved the single-scattering sampling efficiency. Please read this for more info: https://www.redshift3d.com/forums/viewthread/20081/

Version 2.5.72 Release notes

This build includes plugins for Maya, 3ds Max, Houdini, C4D, Katana, and Softimage

* [Maya] Added support for Ornatrix 6
* [Maya] Fixed bug where UI sections in the attribute editor were missing for AOVs after creating a reference
* [Maya] Fixed bug where instances of RedshiftVolumeShapes would not render
* [Max] Added support for Ornatrix 6
* [Max] Added support for Redshift AOV Light Groups
* [Max] Fixed a bug where Max Hair materials did not match the object they were assigned to
* [Max] Fixed a bug where AOV file gamma settings are incorrect on exported proxies
* [Max] Pass IRenderElementMgr interface in pre-/post-render notifications.  Please read this for more info: https://www.redshift3d.com/forums/viewthread/17491/
* [Houdini] New plugin build for Houdini 16.5.473
* [Houdini] Fixed an IPR crash deleting light nodes.
* [Houdini] Fixed several IPR lost events adding and editing light nodes.
* [Houdini] Addressed several IPR issues related to lost events after removing OBJ nodes.
* [Houdini] Live IPR scene update after changing the SOP nodes bypass flag.
* [Houdini] Live IPR scene update after changing the OBJ nodes display flag.
* [Houdini] Fixed a rare crash after creating a new scene when the IPR is rendering.
* [Houdini] The default RSLight type is now “area”, replacing the old “distant” type.
* [Houdini] Addressed an issue rendering particle systems in OBJ nodes with volume primitives inside.
* [Houdini] Redshift materials VOP nodes material flag enabled by default.
* [Katana] Support of Katana 3.0v1
* [Katana] Fixed the displacement nodes shaders connections
* [C4D] Addressed an issue where the IPR would not detect modifications in the ShaderGraph editor, when the Cinema 4D viewport was hidden
* [C4D] Addressed an issue where the renderable setting of layers would produce different results for instances, when compared to the built-in renderers
* [All] Removed license checkout/checkin during renderer initialization
* [All] Fixed bug that could trigger a ‘gridSizeX’ limit assert when rendering many AOVs
* [All] Fixed bug that could prevent the correct UV channel from being used by proxy material overrides
* [All] Added new ‘exposure’ option to RS lights
* [All] Switched to using HSV internally for the ColorCorrection node to fix bug with HDR colors
* [All] Added support for enabling ‘Abort on License Failure’ by setting environment variable REDSHIFT_ABORTONLICENSEFAIL=1
* [All] Increased internal shader count limit to allow for more complex shader graphs
* [All] Raising the limit of irradiance point cloud and irradiance cache working memory to 4GB (from 1GB)
* [All] Fixed bug that would prevent point-based SSS from being correct behind transparencies
* [All] Fixed bug that could cause lighting artifacts when global volume scattering shaders are assigned
* [All] Added support for ‘Multiple Scattering’ ray contribution slider on all lights
* [All] Fixed bug that could cause a crash when rendering scenes with custom AOVs and toggling between IPR and bucket rendering

V2.5.71 is now available.

This build includes plugins for Maya, 3ds Max, Houdini, C4D, Softimage and Katana

Click here for online documentation (including setup instructions)

Important Information for Cinema 4D:
Releases 2.5.66 onward introduce a change to the underlying data for certain shader node parameters.
The plug-in will perform the necessary data conversion automatically when an older scene is detected, and a message will be displayed. Once that scene is saved, it will, unfortunately, become incompatible with previous versions of the plug-in. So we recommend that you keep a backup of your scenes before using them with newer versions of the plug-in.

Release notes
* [Maya] Fixed bug that resulted in Maya crashing under certain conditions when editing the hue of a color
* [Houdini] Support of the $N and $N4 variables in the RS ROP node.
* [All] Fixed recently introduced bug (2.5.70) that could cause a crash when rendering meshes with mixed displacement materials

In Depth: 3D Renderers (Updated 7 June 2019) #3drenderer #redshift

There are so many renderers available out there, and how does an artist know what to choose? Although they really do the same thing, they work differently and have different results. Here is a breakdown of what the different renderers offer, not reviews, so you can decide which renderer is right for you.


3D Title in Cinema 4D + Free Camera Animation Rig for Signal

Nick Campbell from Greyscalegorilla walks you through making a 3D movie title, created with Motext in Cinema 4D, Redshift and Greyscalegorilla tools.


LUTs with Redshift in Cinema 4D, A Quick Tip from Greyscalegorilla

Chad Ashley from Greyscalegorilla explains how to get your LUTs with Redshift's Render View in Cinema 4D in this Quick Tip.


Redshift: Essential Nodes in Redshift for Cinema4D

This is a comprehensive, in-depth tutorial on essential nodes within Redshift for Cinema 4D to create any type of complex shader network.


3 Tutorials on Redshift Proxies in Cinema 4D

Three tutorials that each cover working with Redshift Proxies in Cinema 4D, all with a slightly different angle. There’s a lot of information here, so take some notes!


Cinema 4D and Redshift

Today we’re doing a gathering of tutorials about third-party renderers for Cinema 4D. First up, Redshift!


Camera Tips and Tricks with Redshift for CINEMA 4D

This Redshift tutorial from BLUE FOX Creation shares several helpful Camera tips including bokeh, zoom effects, using motion blur and more.


Futuristic-Holo-Crystal Effect In Cinema 4D with Redshift

Yes, Futuristic-Holo-Crystal Effect! BLUE FOX Creation shows you how to use Voronoi fracture and a few effectors to create this cool looking crystal effect. They use Redshift to render but you can use whatever you have in your workflow.


Create Mountains using World Machine & Redshift for C4D

Jean-Marc Denis show you to use Redshift’s displacement node in Cinema 4D, using terrain maps generated with World Machine, which is free node-based terrain generator for Windows.World Machine is a free windows app that lets you create 3D terrain for your favorite 3D app, Unity, and Unreal Engine.


Maya Monday: More Redshift and Maya

A couple of weeks ago we featured a tutorial series from the Redshift channel about working with Redshift and Maya. We're expanding on this and moving onto other tutorials out there.


Creating a Snow Shader with Redshift and Autodesk 3ds Max

With the hot weather in the northern hemisphere this week, cook down mentally with this free lesson from Proteus VFX school on creating a procedural snow shader with Redshift and 3ds Max. Heck, you could make yourself a snow cone!


Redshift for Beginners - Interior Lighting with Redshift and Maya

Jesus Fernandez walks you through some basic steps to light an interior scene using Redshift and Autodesk Maya.


Burning Question: How do I Create Glass in Cinema 4D?

Glass... One of the first paid projects I had in Cinema 4D was to create glass. Let’s say that I did things the hard way! Here are some tutorials so that you don’t make more work for yourself and tutorials to give you specialized looks with your glass.


Maya Monday: Redshift and Maya, part 2

Redshift has several tutorials on working with Redshift in Maya. Here is the second batch from their YouTube Channel to get you started.


How to Work With Displacements in Redshift Maya

Saul Espinosa, a Matte Painter and Environmental Artist, walks you through everything you need to know about working with displacements in Maya with the Redshift plugin.


Photogrammetry Model Collection + Tutorial

Oliver Harries scanned these beautiful photogrammetry models of fruits, ginger, and candy, and is giving them away on Gumroad. Plus, a tutorial.


Save Time with Custom Render Passes / AOVs in Redshift for Cinema 4D

Chad Ashley at Greyscalegorilla demonstrates how he uses Redshift’s New Custom AOVs to save loads of time in production. Chad breaks down his workflow, where he goes from Redshift in Cinema 4D and then into Blackmagic Design Fusion.


Maya XGen and Interactive Grooming Tutorial Roundup

Maya 2017 Update 3 brought the interactive grooming tools and they’re really powerful! With XGen, you can create natural looking hair and animal fur. Here are some overviews and examples of what XGen Interactive grooming can do.


Add Stickers and Labels in Redshift for Cinema 4D

Greyscalegorilla’s Chad Ashley shows a simple way to add stickers or labels using multiple UV channels in one material.


Speed up your HDRI Workflow in Arnold with HDRI Link

Chad Ashley from Greyscalegorilla explains how to work faster using HDRI Link with Cinema 4D and Arnold.