Announcing Redshift - Biased GPU Renderer
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Redshift Renderer 2.5
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.
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.
author link: http://www.redshift3d.com / product page / download: ../viewforum/36/ / si-community announcement- and render tests thread
Re: Announcing Redshift - Biased GPU Renderer
+1
I mainly used Octane for the last year or so with softimage. Still waiting for a proper plugin. This baby here is a real eye-opener. Very fast and almost production ready at this stage. I am very impressed. As stated before, the integration is very good also.
I mainly used Octane for the last year or so with softimage. Still waiting for a proper plugin. This baby here is a real eye-opener. Very fast and almost production ready at this stage. I am very impressed. As stated before, the integration is very good also.
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- Skype: ithacapellin
Re: Announcing Redshift - Biased GPU Renderer
They seem to be full up with testers atm ;( just got my reply backLutze wrote:+1
I mainly used Octane for the last year or so with softimage. Still waiting for a proper plugin. This baby here is a real eye-opener. Very fast and almost production ready at this stage. I am very impressed. As stated before, the integration is very good also.
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Technomancer at Digital Arts
Wits University
Technomancer at Digital Arts
Wits University
Re: Announcing Redshift - Biased GPU Renderer
This guys are rock solid! During weekend they released about 4 builds. They listen, they have support and like everyone else said it's amazing how well it is integrated into Softimage.
This was only 4 min render.
This was only 4 min render.
To create something that does not exist, to exist.
Re: Announcing Redshift - Biased GPU Renderer
Are you guys planning to make an affordable ( between 25 to 100 USD per month) subscription for a cloud rendering farm? The guys from Octane Render did that. I don't like the pricing. A bit to expensive for me. I'd like to see some hair and fur and ice or realflow simulations with it in Softimage.
Re: Announcing Redshift - Biased GPU Renderer
Maximus & Cacoman Nice!
Maximus, remember that scene from another thread, & wasn't it taking several hours ?
And how about flikering in animation? Haven't had time installing/testing it yet. Can't wait
Looks like it makes Soft (more) fun again
And both together seems to make like a powerhorse combo.
Maximus, remember that scene from another thread, & wasn't it taking several hours ?
And how about flikering in animation? Haven't had time installing/testing it yet. Can't wait
Looks like it makes Soft (more) fun again
And both together seems to make like a powerhorse combo.
Re: Announcing Redshift - Biased GPU Renderer
+1 for hair and fur and ice.
It seems that plain 3D geometry, shaders and instances is something "anyone" can do these days, I made my switch to softimage a few years ago not to be stuck with a renderer that doesn't do hair, strands and particles.
To me it seems like the art of creating a renderer is good integration, that's where development slows down to a crawl with most new renderers.
Cheers, Wim
It seems that plain 3D geometry, shaders and instances is something "anyone" can do these days, I made my switch to softimage a few years ago not to be stuck with a renderer that doesn't do hair, strands and particles.
To me it seems like the art of creating a renderer is good integration, that's where development slows down to a crawl with most new renderers.
Cheers, Wim
Re: Announcing Redshift - Biased GPU Renderer
if you have a fixed feature set, it will always be easier to create a renderer. the problems start then you add more and more features. because it means you have to add flexibility to it and this will create the problems and performance issues because you have to start optimize for certain situations to keep it fast. you will also loose simplicity or easy to use, except you keep the user away from it, but this also means you sacrifice flexibility again. saw this for another renderer which first start with impressive speed and ended up with avarage performance, or lets say, more realistic expectations about the performance.forton wrote:+1 for hair and fur and ice.
It seems that plain 3D geometry, shaders and instances is something "anyone" can do these days...
redshift looks great sofar, speed is really good so i cant wait to see new features in action and how fast they turn out.
Re: Announcing Redshift - Biased GPU Renderer
Hair and fur are coming, it's early alpha so give the guys a chanceforton wrote:+1 for hair and fur and ice.
So far I can say, integration is excellent. If you get your settings right (not difficult) there is no flicker in GI animation, smooth as silk, even on very challenging scenes!
Of course there are a lot of features to add yet but I can say the pace of development is shockingly fast. What is there, is stable and well thought out. Image quality is incredible and it's fast. Keep an eye on this one!
Re: Announcing Redshift - Biased GPU Renderer
I certainly will, I was too late to become a beta, so I'll have to wait
Re: Announcing Redshift - Biased GPU Renderer
Yes, they are solid. The activity in their forums and the documentation is solid. I'm enjoying how they are very open with what they are trying to do (in the documentation) and how they are trying to deliver the best experience to the user. I am currently testing it out now, and hopefully I can be of any help! It's a shame I'm traveling half the duration of the license and won't have access to my computers....
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- Posts: 583
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Re: Announcing Redshift - Biased GPU Renderer
Did a quick test borrowing one of our students scenes from last year. Simple AO , using mental ray , 2 mins 47 secs, using redshift, 26 seconds.
Wow
Wow
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Technomancer at Digital Arts
Wits University
Technomancer at Digital Arts
Wits University
Re: Announcing Redshift - Biased GPU Renderer
I'm also on the test program. As someone who has been underwhelmed by a lot of renderers, this one is pretty amazing speed-wise.
Re: Announcing Redshift - Biased GPU Renderer
Any news? Release date? Can use two GPU like cycles and octane or deserve one to viewport and the others for rendering computation?
About CUDA, cycles and octane have issue with gtx 6xx, how about redshift?
Look very promising.
About CUDA, cycles and octane have issue with gtx 6xx, how about redshift?
Look very promising.
Re: Announcing Redshift - Biased GPU Renderer
It's way too early to expect a release date but it's progressing very nicely. It will have multi-gpu capability in the near future. No problems with 6xx that I know of.
Redshift is the one to watch ;)
Redshift is the one to watch ;)
Re: Announcing Redshift - Biased GPU Renderer
When using it, it'll be very apparent they were inspired by Vray. It's very Vray-ish, except faster.
Re: Announcing Redshift - Biased GPU Renderer
In fact, the first thing that i noted, is that REDSHIFT is the slowest GPU render that i have seen until now. We are talking about a BIASED render, so it should be ultraspeed, near to few second, and i see that some render take miuntes...
Hum, something that i don't understand.
In octane i render scene more complex that the sample seen until now in seconds, and adding more seconds the grain effect is clean.
Why RED SHIFT is (apparently) so slow?
I'm very excited about this render, but if is so slow... what the GPU do?
the best wish any way for RED SHIFT, and i really hope i will became faster than ever!
Hum, something that i don't understand.
In octane i render scene more complex that the sample seen until now in seconds, and adding more seconds the grain effect is clean.
Why RED SHIFT is (apparently) so slow?
I'm very excited about this render, but if is so slow... what the GPU do?
the best wish any way for RED SHIFT, and i really hope i will became faster than ever!
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