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When enabled, it prints even more detail detailed information to the Redshift log. This is useful for debugging a problematic scene and sharing the results with Redshift developers on the forums as outlined in the Bug Reporting thread.

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Warning

The size of each bucket can be important to GPU performance! 

Please keep in mind that, when rendering with multiple GPUs, using a large bucket size can reduce performance unless the frame is of a very high resolution. This is due to the 'last bucket effect' where the frame's last bucket has been assigned to a GPU and is currently rendering while the other GPUs have finished with their buckets and are waiting for that last bucket to be rendered. This effect, in essence, reduces parallelism and can waste several seconds of rendering time per frame. For this reason, we recommend using 128x128 buckets. Please refrain from using small 64x64 buckets as these can underutilize the GPU.

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Shader Baking

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Cinema 4D Shader Baking


Cinema 4D shaders are supported in Redshift by baking the shaders down to textures that are controlled by the parameters covered in this section.

Info
titleMaxon Noise Shader

If you are looking to use a Cinema 4D noise shader please use Redshift's Maxon Noise shader which is natively supported by Redshift and does not require shader baking.

Texture Width

Specifies the resolution for the width of the baked textures.

Higher values result in higher resolution textures while lower values result in lower resolution textures.

Texture Height

Specifies the resolution for the height of the baked textures.

Higher values result in higher resolution textures while lower values result in lower resolution textures.

Texture Depth

Specifies the bit depth for the baked textures from the following options:

  • 8-Bit (default) - Generally good enough for textures used for color.
  • 16-Bit - Better for textures that may reveal banding with 8-Bit textures like bump and displacement maps.
  • 32-Bit - Best for textures that may reveal banding issues like bump and displacement maps.

Sky Width

Specifies the resolution for the width of the baked texture used for the Cinema 4D Physical Sky.

Higher values result in higher resolution C4D sky textures while lower values result in lower resolution sky textures.

Sky Height

Specifies the resolution for the height of the baked texture used for the Cinema 4D Physical Sky.

Higher values result in higher resolution C4D sky textures while lower values result in lower resolution sky textures.

Sky Depth

Specifies the bit depth for the baked textures used for the Cinema 4D Physical Sky from the following options:

  • 8-Bit
  • 16-Bit
  • 32-Bit(default)

Generally this should be left at the default 32-bit as it provies provides the highest quality and most realistic portrayal of the high dynamic ranges frequently found in pictures of the sky.

Freeze

When enabled, it stops Redshift from updating shader baking for Cinema 4D shaders.


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Prior to this fix the following issues may arrisearise:

  • Volume emission intensity could be too strong or too weak
  • Volume emission result could show a stair-stepped effect
  • Volume emission would look ok in-camera but it could be on the weak side as far as its GI contribution was concerned

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Color Management For Hair

When enabled, it forces Redshift to use an outdated color correction technique that resulted results in inconsistent results color for Cinema 4D hair color.

This is only provided as a backwards compatibility option to match the look of older scenes.

Info

Introduced in Redshift version 2.6.39


Color Management for X-Particles

When enabled, it forces Redshift to use an outdated color correction technique that resulted results in inconsistent results color for X-Particle colorsParticles.

This is only provided as a backwards compatibility option to match the look of older scenes.

Info

Introduced in Redshift version 2.6.39


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When enabled, it forces Redshift to use an outdated and broken method of scaling for point clouds that use Redshift's native point primitive. 

Prior to this fix, if you had a point cloud object and you scaled it, the points would move further apart or closer together but their actual radius wouldn’t change. I.e. the points wouldn’t become smaller or bigger!

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  1. Say we are using a 2GB videocard and what's left after reserved buffers and rays is 1.7GB. The default 15% for the texture cache means that we can use up to 15% of that 1.7GB, i.e. approx 255MB.
  2. Alternatively, say we are using a videocard with 1GB and after reserved buffers and rays we are left with 700MB, the texture cache can be up to 105MB (15% of 700MB).

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Info
titleSystem RAM used by Redshift

Before texure texture data is sent to the GPU is it is stored in CPU memory. By default, Redshift uses 4GB for this CPU storage. If you encounter performance issues with texture-heavy scenes, please increase this setting to 8GB or higher.

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