Redshift Sink
Useful notes, tips & tricks regarding the Redshift renderer
#note/sink
TOC
TDR delay
TDR Delay in Registry:
Computer\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers
TdrDelay / Data value should be 0x0000003c (60)
60 = being the seconds you need if its not (60), then double click on the TdrDelay text, change the input mode to Decimal and enter 60
Sampling
Redshift sampling rule
LOCAL / MAX = PIXEL
PIXEL * MIN/MAX = MIN/MAX
Shading
Light decay ramp
Realistic glass hacks
old material
- disable
cull dimm internal reflections
under theoptimizations tab
- set
shadow opacity
to 0.2 underadvanced
tab - set the refraction/transmission color to something like
96% white
, otherwise it's too transparent - add dispersion caustics and dispersion,
30-40
looks good, but this will render slower - plug the bump details and reflection weight nodes into the shader for even more realistic appearance
- play with the
reflection end color
under theadvanced
tab: There you can choose between diffuse color or environment color. Diffuse color gives more black areas in the glass - make sure the glass intersects the table surface or the
IOR
between glass and surface will be incorrect
Redshift PBR mapping
Which map goes where for PBR, old material
IOR + Dispersion
Standard Material
the base mat IOR + abbe strength which can be whatever you want modulates the IOR to the correct Cauchy based output IOR
- Saul
Non Photorealistic Rendering
Non-PBR rendering, custom Lamber shading
Non Photorealistic Rendering using Redshift in Cinema4D
Reducing shader calls
"Material too complicated" message
Usually this problem comes from using a lot of triplanar nodes in the same material. Instead of using materials with triplanars use the triplanars to blend between inputs then end up with one bump, one displacement and one material, this should reduce the shading calls.
Left image - many calls, Right image - fewer calls
Normal vector output ranges
Red (-1,1)
Green (-1,1)
Blue (0,1)
OCIO & ACES
ACES output settings
To use the rendered image out of the box
View: ACES SDR Video
Compensate for View Transform: On
To apply the ACES at post so you can color correct with a wider range
View: Raw
Compensate for View Transform: Off
Not to do
It does not match the IPR rendered image either out of box or after post process
View: ACES SDR Video
Compensate for View Transform: Off
BUT also the docs say:
a logarithmic color space (ACEScct) or the raw linear result which is unaffected by the Display transform.
But this doesn't relate to the view compensation, it still does something nonsensical (for log and raw color spaces)
Lighting
Env vs. Sky vs. Dome contribution
It might look a bit different if GI is on as reflections are part of the GI
- Adrian
The dome light kills the environment lighting
- Catche
just use a giant sphere and enable / disable the RS Object properties you want. More control that way
- Saul
throw the texture into an incandescent material
- Catche
because of the order / precedence of the dome light vs physical sky what is contributed takes precedence over one and the other just due to the inherent hierarchy the infinite lights have on each other. Whether they can add some way to change that order as an option on these lights I don't know.
- Saul
Light Affected by refraction
Auto means at lower roughness refraction rays bend accurately (mostly noticeable with HDRI) and as roughness increases it switches to performance mode. Assumption being you can’t see the ray bending as roughness increases anyways. But there are scenarios where it matters more than others. Always means it’s always active but comes at the performance hit.
Light linking
Volumes do not support light linking
-Adrian
Global Illumination
GI guidelines
choosing the right Global Illumination mode for the case:
flat surfaces - IC
details, vegetation - BF
mixed situation - IC for main, BF for others using RS Object Tag
Rendering
Motion blur overhead
The transformations motion blur doesn't add any overhead to the scene extraction code, but you can indeed improve a bit the scene extraction time and the used GPU memory if you disable the mesh deformations motion blur in the static objects. Currently, the plugin doesn't do that automatically, but is a good research topic. I'll think about it.
- Juanjo Gonzales
Motion blur ROP vs Obj
The OBJ level frame duration is a multiplier of the ROP node frame duration, while the OBJ level shutter offset is added over the ROP node shutter settings. The OBJ level options don't replace the ROP settings, which are the same for all the scene objects.
- Juanjo Gonzales
Shadow Ray biasing issue
White lines on the creases
Solution: disable shadow ray biasing in the experimental options
Caustics vs bump
Source
Bump doesn't affect caustics
I believe this might be a limitation as the caustics are a point cloud compute so it happens before shading.
- Adrian
Photometric units
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."
Visible edges with SSS
You need a bit more render tessellation as probably the radius of the SSS is bigger than the edge
- Adrian
AOVs
Custom AOVs
Custom AOVs in Redshift for Cinema4D
Custom AOV banding/artifacts on unclamped color data
So i was having consistent glitches and artifacts on various buckets, consistently on specific frames.
I traced the issue down to a custom AOV i was using to export a pass for a color map. This color map was probably above 0-1 values after a color correct node for contrast etc.
Once i set a change ranged after it(set to clamp) the issue was resolved
AOV Apply Color Processing
Enables or disables "Apply Color Processing."
The "apply color processing" option means that gamma correction (if gamma is other than 1.0) and photographic exposure (if a photographic exposure lens shader is present) will both be applied to the AOVs.
Matted objects do not work with the Diffuse Lighting AOV
Shadows that are normally visible in the Diffuse Lighting AOV will not be present for a matted object and you will need to color correct and multiply the background with the shadows/inverted shadows for the matted object.
The Diffuse Lighting AOV already includes a renders Translucency component
If you need to isolate the Translucency component from the Diffuse Lighting AOV please see the raw AOV workflow here
Proxies
RS proxies are tessellated, Not quads
A proxy holds triangles not quads, the mesh has been tessellated already, that option (the wireframe shader's) is to only show original non-tessellated edges which is not the case with a proxy
- Adrian
Attributes
Supported RS particles attributes
The sphere particles in Redshift only support one single scale value, so they only support the float @pscale or @width attributes. If you need particles with XYZ deformations, you are going to need to use point cloud instances, that support the vector @scale attribute.
- Juanjo Gonzales
Object rest position output
You need to output the rsState RayPosition into a custom AOV, with the rsState set to reference
String attributes
The string attribute cannot be passed directly to the Texture node, requires to use an OSL node instead
shader texName
(
string myString="",
output color outColor=0
)
{
outColor = texture(myString, u, -v);
}
and then passed over like this:
Mapping curve UV strands
By now the strands are not using the curve UVs at all
Promote primlength attribute to points and use for example with Maxon noise V scale