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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mc_axe
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Re: Announcing Redshift - Biased GPU Renderer

Post by mc_axe » 09 Mar 2014, 15:46

Recomendations copy-ed from Redshift doc

64-bit Windows 7
64-bit Autodesk Maya (2011 or higher) or Autodesk Softimage (2011 or higher)
6GB of system memory or more
NVidia GPU with CUDA compute capability 2.0 and 1.5GB of VRAM or more
Looking out for a mediocre NV gpu thats is ok to start with Redshift,
what is the most important stat that i have to aim for?
Cuda cores? Core Speed? Memory?
and why GeForce GTX 750 Ti, GeForce GTX 750 are the only ones supporting cuda v 5.0 :-?

thx in advance

Kzin
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Re: Announcing Redshift - Biased GPU Renderer

Post by Kzin » 09 Mar 2014, 16:01

cuda cores are the most important, ram comes next.

i had a scene with lots of ice instances, nearly 24 billion polys. ram usage of my gtx580 was only 2,2gb of 3gb, what the card has, for all, incl system stuff. systemram usage was nearly 17gb for all. that shows that you need a good balanced system. but that also shows you can render alot more then your graphics card has, but you need a minimum of ram on the gfx card. i think 1,5 should be really the minimum, 2 should be better.

i cant talk for titans with 6 gb, dont know if its worth because i dont know if redshift is analyzing the graphics ram and starts to handle data between graphics and system ram. did not dive that much with tests into memory limits and that stuff because it was not necessary with full brute force gi. but they alos did improve the interpolated gi stuff for more heavy scenes, so in general you can render alot.

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wireframex
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Re: Announcing Redshift - Biased GPU Renderer

Post by wireframex » 11 Sep 2014, 20:05

Hi

Is there any tutorial anywhere about RS ?

Thanks

Phil
"without mastery, power is nothing" - Softimage Addict User

El Burritoh
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Re: Announcing Redshift - Biased GPU Renderer

Post by El Burritoh » 11 Sep 2014, 20:12

There is one for Maya but that's it I think.
-Tim Crowson
High Nerd, of the Order of Magnetic Nerds
Personal Website

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wireframex
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Re: Announcing Redshift - Biased GPU Renderer

Post by wireframex » 11 Sep 2014, 21:10

Thanks a lot

maybe it will be useful for me :)
"without mastery, power is nothing" - Softimage Addict User

Bullit
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Re: Announcing Redshift - Biased GPU Renderer

Post by Bullit » 13 Sep 2014, 13:19

There is a Redshift forum in their website. You should found there any help.
But i tested it when it was in Beta and was very straightforward.

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wireframex
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Re: Announcing Redshift - Biased GPU Renderer

Post by wireframex » 13 Sep 2014, 15:38

Bullit wrote:There is a Redshift forum in their website. You should found there any help.
But i tested it when it was in Beta and was very straightforward.
I know this but not too much tutorial about it just one for Maya .... but functionality very close
"without mastery, power is nothing" - Softimage Addict User

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whurst
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Re: Announcing Redshift - Biased GPU Renderer

Post by whurst » 16 May 2018, 20:16

RedShift 2.5.70+ does not support older SoftImage versions anymore.
(source : https://www.redshift3d.com/forums/viewt ... 15/#120263 )

It is a mess that nobody could buy a 2015 anymore ... so i stick with my 2012 and <2.5.70.

It's sad - but this is just one more point that forces me to try other software ... again ... without luck ...

Bullit
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Re: Announcing Redshift - Biased GPU Renderer

Post by Bullit » 16 May 2018, 23:09

Well it was inevitable. I still don't have an heir to Softimage, i'll wait to see what Maxon does with next R20 which everyone has high expectations for and if i don't see an improvement and a clear path i'll go for Blender, it implies certainly drawing down my activities in DCC and going more for Real time with Unreal , 3D Printing and so on.

Boiler
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Re: Announcing Redshift - Biased GPU Renderer

Post by Boiler » 17 May 2018, 07:42

Well...Looks like the game is over :(
(from RS forum)
"Today, Nic responded to a few posts (and some emails, too) related to XSI support. Our plan is to add custom AOVs and per-light AOV support to XSI. But, I’m afraid, these two features will mark THE END of Redshift’s support for XSI.."

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Maximus
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Re: Announcing Redshift - Biased GPU Renderer

Post by Maximus » 18 May 2018, 17:27

its so hilarious and tragic to me that up to now there is no alternative to softimage if not houdini + cinema4d. Maya and 3ds max are an insult to users in my opinion, i've tried so many times to do stuff in these softwares and its just beyond idiocy. But whatever, it is like it is.

I dont think i'll ever move away from Softimage, its still way too capable of doing things to be abandoned. If you count the features maya and max got since Softimage EOL, its basically nothing, Softimage is at the same level if not better.
Houdini and C4d on the other hand they are another beast totally in my opinion.

I'll stick with Softimage + Redshift and Maxwell Render. f@ck autodesk.

Bullit
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Re: Announcing Redshift - Biased GPU Renderer

Post by Bullit » 19 May 2018, 02:50

Blender animation nodes is probably the nearest we have to ICE

https://blenderartists.org/t/addon-anim ... 22676/3188

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wireframex
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Re: Announcing Redshift - Biased GPU Renderer

Post by wireframex » 21 May 2018, 12:01

Maximus wrote:
18 May 2018, 17:27
I'll stick with Softimage + Redshift and Maxwell Render.
It seems Maxwell stop dev for SI ?
Maximus wrote:
18 May 2018, 17:27
f@ck autodesk.
Completly agree about Autof@ck or Autode$k :)
"without mastery, power is nothing" - Softimage Addict User

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Maximus
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Re: Announcing Redshift - Biased GPU Renderer

Post by Maximus » 21 May 2018, 12:31

wireframex wrote:
21 May 2018, 12:01
Maximus wrote:
18 May 2018, 17:27
I'll stick with Softimage + Redshift and Maxwell Render.
It seems Maxwell stop dev for SI ?
Yeah but you just use the 3.2 exporter, once you have the mxs you open it with the newest Maxwell Studio in this case 4.2, its just a matter of organization, altho when i use maxwell scenes are usually not giant, its pretty easy to export things.