Users have the capability to export groups of objects and lights to Redshift Proxy files, providing easy referencing for other scenes. Proxies enable robust shader, matte, and visibility flag overrides, as often required in production workflows.
Redshift supports OpenVDB rendering in all 3D applications and native volume rendering in Houdini. Redshift lights have the capability to cast volumetric lighting around them.
Rendering thin hair can lead to noisy results. Redshift supports 'MPW' rendering, which helps smooth out the appearance of thin and challenging-to-sample hairs.
Redshift features direct integration with the Altus denoiser from Innobright, enabling further reduction of render times while maintaining high-quality clean images.
A versatile, production-ready shader that is compatible with the Physically Based Rendering (PBR) workflows of Allegorithmic Substance and Unreal Engine.
Have control over how materials behave for specific ray types, providing utility for customizing Global Illumination (GI) or shading for double-sided polygons.
For studios seeking a more profound integration of Redshift with their pipelines, a C++ SDK is available. Please get in touch with us for additional information.
Redshift supports a virtually unlimited number and size of textures, irrespective of VRAM limitations. It also comes with built-in efficient UDIM/UVTile tiling support.
Shaders in Redshift can access per-vertex attributes (such as weight maps, multiple UVs, etc.) or per-object attributes, providing maximum flexibility.
Redshift supports numerous DCC (Digital Content Creation) shading nodes for various operations, including math, color ramps, color remaps and conversion, gamma, and many others.
Redshift is suitable for 3D compositing and efficient management of Arbitrary Output Variables (AOVs), providing flexibility and control in post-processing.
Redshift supports various material shading components, including albedo, diffuse, reflections, depth, motion vectors, puzzle-matte, and many more, enabling comprehensive control over rendering outputs for compositing.