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

Redshift’s new Distance Shader allows for dynamic shading effects when objects are near each other.
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.
The new Standard Volumes accept modifications from other nodes - allowing the quick addition of variation and fine details to volume grids.
The new Contour node, Toon Material node, and Tonemap Pattern shader introduce options to create non-photo-real materials in Redshift.
The Distorter shader can be used to drive distortion of the UV space for a material according to texture or shader input.
Quickly create stylized, non-photo-real materials by mapping an image onto a mesh.
Automatically apply color variation across a large number of objects with the same material applied.
Redshift's efficient memory management allows rendering of scenes containing hundreds of millions of polygons and TBs of texture data.
Achieve blazingly fast indirect lighting using biased point-based GI techniques, as well as brute-force GI.
Harnessing the raw power of the GPU and using intelligent sampling techniques makes Redshift the worlds fastest renderer.
Artists can export groups of objects to Redshift Proxy files which can be easily referenced by other scenes and allow powerful shader overrides.
Redshift supports multi-step transformation blur and 2-step deformation blur.
Render realistic clouds, smoke, fire and more with Redshift’s Volumetric Rendering.
Thin hair can produce noisy renders. Redshift supports 'MPW' rendering which smooths out the look of thin and hard-to-sample hairs.
Redshift's tessellation supports edge and vertex creasing with separate UV smoothing control.
Objects have advanced matte features and tracing options such as self-shadowing and primary/secondary ray visibility.
Redshift allows for any type of AOV data to be baked out from individual objects.
Users can export their scene and render it independently of their 3D app using the redshiftCmdLine tool.
A C++ SDK is available for studios that require deeper integration of Redshift with their pipelines.
AI-powered Denoising is a cheat-code for quicker renders, and Redshift offers three great solutions depending on your system and use case.
Flexible, production-ready shader, compatible with PBR workflows of Allegorithmic Substance and Unreal Engine.
Control how materials behave for certain ray types. Useful for customizing GI or double-sided polygon shading.
Accurately simulates light scattering off of and in hair with a physically principled model, yet offering artist-friendly controls.
Support for up to 3 layers of sub-surface scattering in a single shader for realistic looking skin.