Redshift 2.5.32 | 391.5 mb
Redshift Rendering Technologies has released Redshift 2.5, the latest version of its GPU-accelerated production renderer, adding a new system for combating firefly artefacts in images, and improving sampling.
The new features roll out alongside an updated demo edition of the renderer that also incorporates the new Redshift benchmark tool and the new Cinema 4D and Katana integration plugins.
New in Redshift 2.5: improved sampling and firefly removal, new wireframe and triplanar nodes
New features in Redshift 2.5 itself include improved sampling, and a gloss clamping system designed to reduce fireflies: bright pixels that can appear as artefacts in renders. The update also includes a new triplanar texturing and wireframe shading nodes, and support for per-object custom shading data, for generating greater material variation across objects in a scene.
About Redshift Renderer. Redshift is one of the first fully GPU-accelerated, biased renderers. Biased rendering can render scenes many times faster than existing CPU-based renderers by using approximation and interpolation techniques to achieve results without noise with relatively few samples.
Redshift supports severalbiased global illuminationtechniques including brute force GI, photon mapping with caustics, irradiance cache, similar to irradiance map and final gather, and irradiance point cloud which is similar to importons – a kind of virtual particle – and light cache. Users choose the techniques that work best for particular scenes.
Anout-of-core architectureis used for geometry and textures, allowing you to render massive scenes that would otherwise not fit in video memory. GPU renderers are typically limited by the available VRAM on the video card. They can only render scenes where the geometry and textures fit entirely in video memory, creating challenges for rendering large scenes with many millions of polygons and gigabytes of textures.
With Redshift, rendering such scenes is possible with off-the-shelf hardware because it supports geometry instancing. Massive scenes with large numbers of repeating objects like grass or trees, for example, can be rendered efficiently with low memory overhead. Because Redshift runs on the GPU with minimal CPU usage, the machine remains responsive while rendering.
Redshift also supportsrender proxies. Previously exported geometry may be placed in scene but is only loaded into memory when it is needed at render time. Using proxies, scenes can be rendered that might not load in the host software otherwise. Like regular geometry, Redshift proxies can be instanced – again, making rendering scenes with billions of instanced polygons possible.
Redshift has aprogressive rendering modethat allows interactive previews of scenes without waiting for GI prepasses. This mode uses progressive refinement, showing draft quality results almost immediately while continuously refining the quality over time.
Thenode-based shader systemsupports complex shading networks, and surface, photon, environment, light and lens shaders, as well as various bidirectional reflectance distribution function, or BRDF, lighting models. This gives scope for developing photorealistic results or very stylized looks. Photoreal looks, in particular, can be achieved with physically correct surface shaders, lights, photometric or IES lights, and a physical sun and sky system.
Point-based sub-surface scatteringis used for fast, smooth rendering of realistic skin, marble, milk and other substances. A photographic exposure lens shader comes with tonemapping and camera exposure parameters, and a depth-of-field lens shader is included. High-quality texturing is achieved throughelliptical filtering. In contrast to point sampling, elliptical filtering performs an image lookup within an elliptical area that contains many pixels. The pixels are averaged to the average colour returned as the result.
Several optimizations in Redshift help limit noise without losing performance by automatically adjusting the number of samples used throughout the renderer, based on trial-and-error techniques. Consequently, more samples are taken where they are needed, and fewer where they have less benefit.
Redshift runs directly within the host software applications, so you can use it as you would the native renderer. From the host software, Redshift translates the geometry, cameras, lights, materials and other relevant properties, making it easier to learn.
About Redshift Rendering Technologies, Inc Redshift Rendering Technologies Inc was founded in early 2012 in Newport Beach, California with the goal of developing a production-quality, GPU-accelerated renderer with support for the biased global illumination techniques that until now have remained squarely in the CPU-only domain.
Supported Architectures: x64
System Requirements: PC
Supported Operating Systems: Windows 7even or newer
Software Prerequisites: *
Size: 391.5 mb
Autodesk Maya: 64bit edition. 2014 or later
Autodesk Softimage: 64bit edition. 2011 or later
Autodesk 3dsMax: 64bit edition. 2013 or later
Maxon Cinema4D: 64bit edition. R16 or later
SideFX Houdini: 64bit edition. 14.0 or later
The Foundry Katana: 64bit edition. 2.5v4 or later