Features

Get up-to-speed with all the features in Redshift.

Shading & Texturing

Redshift’s new Distance Shader allows for dynamic shading effects when objects are near each other.

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Lighting

You can now modify area lights to appear as though their light is being cast through a flashlight lens or thick foliage with a simple texture.

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Core

The new Standard Volumes accept modifications from other nodes - allowing the quick addition of variation and fine details to volume grids.

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Shading & Texturing

The new Contour node, Toon Material node, and Tonemap Pattern shader introduce options to create non-photo-real materials in Redshift.

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Shading & Texturing

The Distorter shader can be used to drive distortion of the UV space for a material according to texture or shader input.

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Shading & Texturing

Quickly create stylized, non-photo-real materials by mapping an image onto a mesh.

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Shading & Texturing

Automatically apply color variation across a large number of objects with the same material applied.

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Core

Redshift's efficient memory management allows rendering of scenes containing hundreds of millions of polygons and TBs of texture data.

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Core

Achieve blazingly fast indirect lighting using biased point-based GI techniques, as well as brute-force GI.

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Core

Harnessing the raw power of the GPU and using intelligent sampling techniques makes Redshift the worlds fastest renderer.

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Core

Artists can export groups of objects to Redshift Proxy files which can be easily referenced by other scenes and allow powerful shader overrides.

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Core

Redshift supports multi-step transformation blur and 2-step deformation blur.

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Core

Render realistic clouds, smoke, fire and more with Redshift’s Volumetric Rendering.

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Core

Thin hair can produce noisy renders. Redshift supports 'MPW' rendering which smooths out the look of thin and hard-to-sample hairs.

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Core

Redshift's tessellation supports edge and vertex creasing with separate UV smoothing control.

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Core

Objects have advanced matte features and tracing options such as self-shadowing and primary/secondary ray visibility.

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Core

Redshift allows for any type of AOV data to be baked out from individual objects.

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Core

Users can export their scene and render it independently of their 3D app using the redshiftCmdLine tool.

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Core

A C++ SDK is available for studios that require deeper integration of Redshift with their pipelines.

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Core

AI-powered Denoising is a cheat-code for quicker renders, and Redshift offers three great solutions depending on your system and use case.

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Shading & Texturing

Flexible, production-ready shader, compatible with PBR workflows of Allegorithmic Substance and Unreal Engine.

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Shading & Texturing

Control how materials behave for certain ray types. Useful for customizing GI or double-sided polygon shading.

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Shading & Texturing

Accurately simulates light scattering off of and in hair with a physically principled model, yet offering artist-friendly controls.

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Shading & Texturing

Support for up to 3 layers of sub-surface scattering in a single shader for realistic looking skin.

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