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Shaders can access per-vertex (weight maps, multiple UVs, etc) or per-object attributes for maximum flexibility. Built-in efficient UDIM/UVTile tiling support.
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Virtually unlimited number and size of textures regardless of VRAM. This technology is licensed from NVidia.Īdd geometric and lighting detail to surfaces using displacement mapped height, vector textures or procedural shading nodes.
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Get smooth edges without requiring geometry tessellation. Support for up to 3 layers of sub-surface scattering in a single shader for realistic looking skin. Multi-lobe anisotropic specular using the physically-based Marschener BRDF. Useful for customizing GI or double-sided polygon shading. Please contact us for more info.įlexible, production-ready shader, compatible with PBR workflows of Allegorithmic Substance and Unreal Engine.Ĭontrol how materials behave for certain ray types. Users can export their scene and render it independently of their 3d app using the redshiftCmdLine tool.Ī C++ SDK is available for studios that require deeper integration of Redshift with their pipelines. Redshift allows for any type of AOV data to be baked out from individual objects. Objects have advanced matte features and tracing options such as self-shadowing and primary/secondary ray visibility. Redshift’s tessellation supports edge and vertex creasing with separate UV smoothing control. Redshift supports ‘MPW’ rendering which smooths out the look of thin and hard-to-sample hairs. Redshift lights can cast volumetric lighting around them. Redshift support OpenVDB rendering in all 3d apps and native volume rendering in Houdini. Redshift supports multi-step transformation blur and 2-step deformation blur. Proxies allow for powerful shader, matte and visibility flag overrides as often required in production. The user can export groups of objects and lights to Redshift Proxy files which can be easily referenced by other scenes. Harnessing the raw power of the GPU and using intelligent sampling techniques makes Redshift the worlds fastest renderer. Redshift’s efficient memory management allows rendering of scenes containing hundreds of millions of polygons and TBs of texture data.Īchieve blazingly fast indirect lighting using biased point-based GI techniques, as well as brute-force GI.
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