Redshift 2.0

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Hirazi Blue
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Redshift 2.0

Post by Hirazi Blue » 04 Jul 2016, 17:31

According to fxguide the second incarnation of Redshift now has been officially released...
Redshift has released a new version of their GPU-accelerated biased renderer which runs on NVIDIA GPUs. New features include initial Open VDB support, new BRDFs (GGX and Beckmann/CookTorrance), new and improved SSS models, a new and more intuitive PBR-based Redshift Material, and more.

The new version also debuts integration with 3ds Max, with Houdini and Cinema 4D support coming later this year.
Key Redshift 2.0 features
  • Volumetrics (OpenVDB) – Render clouds, smoke, fire and other volumetric effects with production-quality results (initial support for OpenVDB volume containers).
  • Nested dielectrics – Accurately simulate the intersection of transparent materials with realistic results and no visual artifacts.
  • New BRDFS and linear glossiness response – Model a wider variety of metallic and reflective surfaces via the latest and greatest in surface shading technologies (GGX and Beckmann/CookTorrance BRDFs).
  • New SSS models and single scattering – Attain more realistic results with support for improved subsurface scattering models and single-scattering.
  • Redshift Material – Utilize a more intuitive, PBR-based main material, featuring effects such as dispersion/chromatic aberration.
  • Multiple dome lights – Combine multiple dome lights to create more compelling lighting.
    alSurface support – Access full support for the Arnold shader without having to port settings.
  • Baking – Save considerable amounts of rendering time with baking for lighting and AOVs.
New release sale Redshift is offering 20% off new Redshift licenses for two weeks from 5th July, 2016.
(All quoted from here)
Stay safe, sane & healthy!

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mc_axe
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Re: Redshift 2.0

Post by mc_axe » 26 Jul 2016, 14:40

Did anyone tested baking feature yet?

Is it only to improove render times with light baking?
or you can save for example an AO render to UV space?

julius
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Re: Redshift 2.0

Post by julius » 26 Jul 2016, 21:29

I tested : "baking" is tuned to improove render times with light baking.
But Redshift works with rendermap, so you can save an AO render to uv space too.

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mattmos
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Re: Redshift 2.0

Post by mattmos » 26 Jul 2016, 21:56

Baking works well, saved my skin on a recent project where we were camera projecting background textures, but then had to animate a moving camera past where the projection ended - baked ti out, bit of photoshop to fix the missing areas and worked a treat.

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mc_axe
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Re: Redshift 2.0

Post by mc_axe » 26 Jul 2016, 22:07

julius wrote:I tested : "baking" is tuned to improove render times with light baking.
But Redshift works with rendermap, so you can save an AO render to uv space too.
I need to upgrade to 2.0 for that integration , right?

julius
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Re: Redshift 2.0

Post by julius » 26 Jul 2016, 22:57

don't remember that.
there is a thread with RS 2.0 new features on the RS forum. Take a look at this or in your property menu : you should see a "redshift rendermap" option.

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mc_axe
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Re: Redshift 2.0

Post by mc_axe » 26 Jul 2016, 23:09

julius wrote:don't remember that.
there is a thread with RS 2.0 new features on the RS forum. Take a look at this or in your property menu : you should see a "redshift rendermap" option.
Yep its not there i still have the first version i got 1.3.26
That alone is good reason to upgrade :P

thx anyhow!

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mc_axe
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Re: Redshift 2.0

Post by mc_axe » 05 Oct 2016, 03:42

some xsi specific fixes on versions > 2.0

[XSI] Added Redshift_ApplyMaterialID command
[XSI] Fixed bug that would ignore the texture filtering property overrides on normal, environment and camera map map shaders
[XSI] Added initial support for RenderMap baking
[XSI] Fixed bug that would prevent blending of RS Skin materials (bug introduced in 2.0.11)
[XSI] Fixed bug that would produce crashes during baking with multiple GPUs
[XSI] Modified (and hopefully fixed) code that was producing a crash during baking. More info here: https://www.redshift3d.com/forums/viewthread/6134/
[XSI] Fixed bug that would prevent blending of RS Skin materials (bug introduced in 2.0.11)
[XSI] Fixed bug that would produce crashes during baking with multiple GPUs
[XSI] Fixed bug that prevented certain Matte options from being correctly set on strands and hair
[XSI] Fixed bug that resulted in a script error when attempting to assign a new Redshift material to a partition on a non-active pass using the Render > Get > Material menu
[XSI] Fixed bug that caused incorrect channel naming when more than 1 Depth AOV was present
[XSI] Fixed compiler related bug that could cause point-cloud GI to not be generated for native Softimage material nodes
[XSI] Fixed error message “The parameter ‘ss_amount=’ does not exist on the Redshift Skin…”

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mc_axe
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Re: Redshift 2.0

Post by mc_axe » 22 Apr 2017, 23:36

Update on xsi specific changes in versions > 2.0.39

v2.0.41
[XSI] Added OpenVDB support
[XSI] Fixed bug that prevented Redshift menu from working correctly on older versions of Softimage

v2.0.56
[XSI] Fixed bug that caused proxies to display incorrectly in the viewport after scene is saved and reloaded

v2.0.63
[XSI] Fixed bug that caused the cone expression of Redshift spot lights to break when exporting/importing emdl

v2.0.71
[XSI] Added support for motion blur on volume grids
[XSI] Fixed bug that caused an empty port in the volume pass shader list to disable the volume shaders completely

v2.0.88
[XSI] Fixed bug in the Integer Attribute shader that prevented it from working properly

v2.0.91
[XSI] Fixed bug that caused matte parameters to not update correctly when switching the active pass

Here is the log with all the upgrates so far (for all aplications + general fixes and additions) (Customer Builds after v 2.0.1)

Bullit
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Re: Redshift 2.0

Post by Bullit » 23 Apr 2017, 17:31

So Softimage is not in v2.5?

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mc_axe
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Re: Redshift 2.0

Post by mc_axe » 23 Apr 2017, 19:31

Bullit wrote:So Softimage is not in v2.5?
2.5+ are all just Experimental Builds.
Softimage is supported amongst others, and there are also a few xsi specific changes happening in those 2.5+ builds, i posted only the log for Customer builds = tested and stable versions.

Experimental builds are a little bit ahead in time with fresh features and fixes.
New implementations like Houdini are getting the most attention atm that is true.
But General additions / optimizations /fixes with [all] prefix apply for all applications.

So no wories Softimage still receiving alot of upgrates.
If anyone wonders C4D is in alpha since Sept.

I just installed the latest version i can use, my licence allows versions up to 2017 02, so now i can only watch new features comming but cannot touch them :P

julius
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Re: Redshift 2.0

Post by julius » 24 Apr 2017, 09:07

of course yes, Redshift 2.5 will cover Softimage.
The experimental builds are already working.

EDIT : too late ! ;)

Bullit
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Re: Redshift 2.0

Post by Bullit » 27 Apr 2017, 12:58

Thank you both.

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