Announcing Redshift - Biased GPU Renderer

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Redshift Renderer 2.5Author: Redshift Rendering Inc.
Version 2.5.32 updated Oct 3rd 2017 / Redshift continues to support the Softimage plugin, posting updates almost weekly. Version 2 added many new features including volumetrics (OpenVDB), nested dielectrics, a new BRDFS response, new SSS models, light baking and a new PBR based redshift material.

From the company's website: 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. Biased Rendering: 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 Architecture: Redshift's efficient memory management allows rendering of scenes containing hundreds of millions of polygons and TBs of texture data. Proxies and Instances: 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. [..] Follow the product link to continue reading.

Pricing information: Price is $500 for a node-locked or $600 for a floating license (5 lic. minimum for floating). Both options include 1 year of maintenance. For other options, see the purchase page.

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face
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Re: Announcing Redshift - Biased GPU Renderer

Post by face » 17 May 2013, 02:02

Cacoman wrote:Yes it's coming since Octane was released. Just like V-ray for Softimage that took about half decade for the first release...
Not realy...
Coming since the SDK is available, a little bit over 1.5 years, when i remember correct.
It´s ever tricky to integrate a SDK which comes from outside. The developer of the SDK hasn´t any clue of the Softimage SDK. So there are many workarounds required, to get the result you want.
When all comes from one hand or the SDK develper knows what each application needs, then the developement should be faster.

Keep also in mind the time to convert all Octane shaders to make they ready to use with the render tree.
The integration uses only this shaders and wouldn´t work with MR ones, except the standard image, phong, lambert etc...

It´s not simple for one man which has a job, work in shifts and is 10hrs out of the home, to develop an integrated render solution. When you make a rough estimate of the time the man have per week, you should know how many time it take, to get a working render integration.
yashugan wrote:Ha ops, one question, if ia can: Can RS be used to bake texture with ultimapper? It will be usable for this? (because is a task that i do frequently and Ambient occlusion take looong time...)
At the moment there is no baking inside Octane possible. So much i know, it should coming.
Don´t know if any other unibased renderer can bake to textures...

face

steve3d
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Re: Announcing Redshift - Biased GPU Renderer

Post by steve3d » 17 May 2013, 10:13

Yes, technically, there no posible for a unbiased renderer to suport rendermap/ultramap feature in softimage, but as the website says redshift is a biased/unbiased hybird renderer, so should redshift support render to texture feature?

This is a important feature for those games development.

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xsi_fanatic
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Re: Announcing Redshift - Biased GPU Renderer

Post by xsi_fanatic » 17 May 2013, 11:17

Cacoman wrote:Yes it's coming since Octane was released. Just like V-ray for Softimage that took about half decade for the first release...

RS is here, is for Softimage and its working. :-bd
Yeah man, RedShift is sexy !

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Cacoman
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Re: Announcing Redshift - Biased GPU Renderer

Post by Cacoman » 17 May 2013, 12:05

Face:

I am not blaming the man. In fact he (you), is one of Softimage heroes here.

What I am saying in other words is that nor Octane nor V-ray were interested in Softimage from the beggining. And Octane is still not interested... That is why you deserve all my respect trying to bring all by yourself Octane for Softimage.

We have more one man developments for Softimage than those of big companies. Thiago Costa, Ben Houston, Eric Mootz, You, etc., just to mention a few.

At this time I believe that Octane should have made some effort at least on helping you this dream come true.

I am one of the many guys following your progress. And what you have achieved in those in between shift times deserves a standing ovation.

So keep it up!
To create something that does not exist, to exist.

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wireframex
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Re: Announcing Redshift - Biased GPU Renderer

Post by wireframex » 17 May 2013, 18:02

Cacoman wrote: what you have achieved in those in between shift times deserves a standing ovation.
So keep it up!
Thanks to him :-bd
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

yashugan
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Re: Announcing Redshift - Biased GPU Renderer

Post by yashugan » 26 Jun 2013, 08:59

some news about RED SHIFT?

Is a very silent period. There is some screen? Some new? some stuff to keep alive the curiosity? Thank you!!!!!!!!!!!! :D

Bullit
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Re: Announcing Redshift - Biased GPU Renderer

Post by Bullit » 26 Jun 2013, 10:04

V-ray were interested in Softimage from the beggining
Vray was not interested because Softimage didn't had SDK or exposed SDK to add a render engine. They even developed when it was suboptimal and had to throw part of the work away because Softimage listened and started to expose, or add SDK. So it was not lack of will.

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Cacoman
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Re: Announcing Redshift - Biased GPU Renderer

Post by Cacoman » 26 Jun 2013, 15:19

Well Redshift is still in its Alpha stage, but has already been used in production.

I was going to post how far it is now, but I believe that is for them to speak about it.

What I can say is that day by day something new is comming out, and more production work is being done with it even in its alpha stage.

It has been integrated into some pipelines.

And the Redshift team is listening to each one of our requests. IMHO, Redshift is going to KSA!

I've been lucky to catch them when they started looking for alpha testers!

If you want to see what is comming out from us, the testers, suff that we are allowed to show search in vimeo.

Here is one of the latest TV commercials I've been involved and the 3D is done in Softimage and Redshift.



And here is another shot with Softimage and Redshift. All CG.

In this last one the rack focus and motion blur is what comes out straight from Redshift. No post, except of course the audio.

To create something that does not exist, to exist.

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ActionArt
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Re: Announcing Redshift - Biased GPU Renderer

Post by ActionArt » 26 Jun 2013, 15:37

I can second that. It is coming along VERY NICELY. This will be THE render engine to get when it comes out, no doubt. I'm so glad I got on the test team, it has been a great experience.

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Hirazi Blue
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Re: Announcing Redshift - Biased GPU Renderer

Post by Hirazi Blue » 26 Jun 2013, 15:46

Coming along nicely enough to leave its alpha state soon? I seem to recall someone commenting that calling it an alpha was somewhat false modesty anyway.
;)
Stay safe, sane & healthy!

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ActionArt
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Re: Announcing Redshift - Biased GPU Renderer

Post by ActionArt » 26 Jun 2013, 15:54

In some ways yes. I think it's because they're still adding features which technically still makes it alpha. There's a bit to go yet to get all the great stuff they have planned in the first release. Lots of work but going quickly.

Makes me realize just how pathetic the mentalray/AD integration is. It'll be 2050 before we get the current mr feature set integrated and by then nobody will care.

Thank the lucky stars for Redshift! It'll save us.

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Cacoman
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Re: Announcing Redshift - Biased GPU Renderer

Post by Cacoman » 27 Jun 2013, 09:37

Well as Action Art said, I believe it will come to beta after all the features supported by other render engines are there.

Although Redshift is lighting bolt fast compared to other renders to achieve the quality Redshift is delivering, they are still improving speed and attending our requests. Don't know how many hours a day this guys work, but it's insane.

I've seen some new (but old ;) ), faces in the group.

Maybe if you write them...
To create something that does not exist, to exist.

yashugan
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Re: Announcing Redshift - Biased GPU Renderer

Post by yashugan » 27 Jun 2013, 15:38

I also would like try it, but i suppose that if they decided a close number of tester, there is a reason. For shure, any way, i'll bought it. XSI need really something FASTER than the superslow mental ray.

I have only to wait. but looking other render time of develope i really ahve few hope to see it soon.
Any way my best wish!!!! Keep strong!

scaron
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Re: Announcing Redshift - Biased GPU Renderer

Post by scaron » 27 Jun 2013, 19:51

are there any alpha/beta testers of redshift here willing to answer these questions about the plugin integration with softimage?

they are almost all related IPR, or how interactive the scene updates from changes done by the user...
-if you have a large scene with many objects and you do a modeling change on one object, does the entire scene need to be reprocessed/exported?
-is instancing supported? through ICE?
-what happens when you do modeling changes to an object which is instanced?
-is there a fly through mode? ie. do you have to re export the scene every time the frame changes even if it is static?
-what happens if you import an softimage model from disk? does the entire scene need to be reprocessed/exported?

thanks!

doca
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Re: Announcing Redshift - Biased GPU Renderer

Post by doca » 28 Jun 2013, 03:13

I cant answer to all your questions but here is some info:
-I think that there is no whole scene export if you change something. I am working on huge scene, about 15 million unique polygons, with animated trees (leafs are animated, ice instanced, so there is only 10-20 unique polygons for leafs), tons of instance models (none of them goes to xsi scene polycount), animated characters... I believe there is a few hundred millions of rendered polys, maybe even billion, all leafs with translucency... First frame is exported in a less than minute, all others take about 20-30 sec, and for every frame it takes new cache. Every frame has motion blur and dof enabled. Render time is about 1.5-4 minutes, without gi, about 2-6 with gi (brute force gi). It is rendered with GTX titan, but, I must say that render time is exactly the same on GTX 780, so thre is no need for titan. For those scenes memory consumption is about 1.3-1.5 gigabytes (again, no need for titan).
Hope, this helped.

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Draise
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Re: Announcing Redshift - Biased GPU Renderer

Post by Draise » 28 Jun 2013, 04:09

:-bd
Impressive results!

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