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Table Of Contents

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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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When Redshift renders in the Bucket rendering mode (set in the Sampling tab), it renders the image in square tiles, these tiles are also known as 'buckets' or 'blocks'.

Bucket Size

Controls the size of the buckets when rendering from the following options:

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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 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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Katana Units

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Information coming soon for this section




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Legacy Units

Export Units

Photometric Units to Meter Scale

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When enabled - by default, it forces Redshift to ignore scene-unit scale settings, so changes to Cinema 4D's Project Scale will have no impact on the look of renders.

When disabled, it allows Redshift to become scene-unit aware and changes to Cinema 4D's Project Scale will have a direct impact on the look of renders in combination with the Export Units option below.

Export Units

The export units options allows you to adjust the effective scale of your scene based off of the current Project Scale setting as defined in Cinema 4D's Project Settings.

Photometric Units to Meter Scale

Certain features of Redshift such as photographic exposure, physical sun/sky and IES light support require knowledge of the "units to meter" and "candela to square meter" settings. It's important to set these values correctly, otherwise lighting coming from physical light sources might appear too dim or too bright.

If you're working with centimeters (i.e. 1 world unit is 1 centimeter), the units to meter scale should be set to 100. That's because, in this case, 100 world units means 100cm, which means 1 meter. If you're working with meters, then it should be set to 1, because 1 world unit means 1 meter.

cd/m^2 Factor

Photographic exposure, IES lights and the physical sky/sun use the cd/m^2 (candela to square meter) setting. Please make sure to attach a photographic exposure lens shader when using IES lights and physical sun/sky, otherwise your lighting will appear too bright or too dim.

Legacy

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Cinema 4D Legacy



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For example, you might want to take advantage of new Redshift features and enhancements but you still need to match the look of a scene that was created using the old Black-Body and Dispersion Technique. Instead of being forced to use a version of Redshift prior to version 3.0.50 you could use the latest version of Redshift but with the legacy option "Black-Body and Dispersion Technique" enabled.

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-Body and Dispersion Technique" enabled.


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Lens Effect Camera

This option allows you to provide a single Redshift Camera tag and use its settings for all cameras in the scene.

This is provided as a backwards compatibility option to match the look of older scenes that made use of this feature.

Material Override

When enabled, Redshift will use an outdated material override method to render every material in the scene with the same lambert material, its color is driven by the Diffuse Color parameter below (default grey). This can also be known as a 'clay render' and is a useful feature when diagnosing lighting/shading issues.

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titleBetter Material Overrides in Cinema 4D

Cinema 4D now features a better more flexible material override function that is built right into the Render Settings as an Effect as seen in the gif below. More information on this feature to come.


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Creating a new Cinema 4D Material Override



Diffuse Color

This controls the color of the lambert material used in the legacy Material Override feature.

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Information coming soon for this section

When enabled - by default, it forces Redshift to use an improved instancing algorithm that cuts down on scene traversal time.

This option should only be disabled if you suspect you have encountered a bug regarding Redshift rendering instances in C4D.

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Instance Optimizations

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Volume Grid Emissions

When enabled, it forces Redshift to render with legacy (incorrect) volume grid emission for compatibility with older scenes.

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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Warning

Enabling "Refraction Affects Alpha Channel" can may be a desirable workflow but please keep in mind that compositing renders on top of other elements will not be technically correct since material refraction refractions should bend the rays.


Info

Introduced in Redshift version 3.0.31

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When enabled, it forces Redshift to use an outdated technique for converting a Cinema 4D Sky object and treating it as a Redshift Dome light.

When disabled, Redshift uses the latest technique for converting a Cinema 4D Sky object and treats it as a Redshift Environment shader.

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Standard Material Conversion

This setting controls how Redshift interprets Cinema 4D Standard Materials.

  • Native (default) - The latest and most advanced support for C4D Standard Materials.
  • Architectural (legacy) - Uses the deprecated Redshift Architectural shader as the base for C4D Standard Material conversion.
  • Material (legacy) - Uses an older version of C4D Standard Material conversion with the Redshift Material as the base.

Standard Sky Conversion

Warning

Black-Body and Dispersion Technique

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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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