Redshift biased renderer is fully GPU-accelerated and supports biased GI,
render proxies, progressive rendering, and has node-based shaders for
photoreal or stylized look development.
Redshift Renders Faster with Biased Rendering & GPU Acceleration |
Redshift is one of the first fully GPU-accelerated, biased renderers. Biased rendering can render scenes many times faster than existing CPU-based renderers by using approximation and interpolation techniques to achieve results without noise with relatively few samples. |
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Anout-of-core architectureis used for geometry and textures, allowing you to render massive scenes that would otherwise not fit in video memory. GPU renderers are typically limited by the available VRAM on the video card. They can only render scenes where the geometry and textures fit entirely in video memory, creating challenges for rendering large scenes with many millions of polygons and gigabytes of textures. |
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Redshift also supportsrender proxies. Previously exported geometry may be placed in scene but is only loaded into memory when it is needed at render time. Using proxies, scenes can be rendered that might not load in the host software otherwise. Like regular geometry, Redshift proxies can be instanced - again, making rendering scenes with billions of instanced polygons possible. |
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Thenode-based shader systemsupports complex shading networks, and surface, photon, environment, light and lens shaders, as well as various bidirectional reflectance distribution function, or BRDF, lighting models. This gives scope for developing photorealistic results or very stylized looks. Photoreal looks, in particular, can be achieved with physically correct surface shaders, lights, photometric or IES lights, and a physical sun and sky system. |
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Several optimizations in Redshift help limit noise without losing performance by automatically adjusting the number of samples used throughout the renderer, based on trial-and-error techniques. Consequently, more samples are taken where they are needed, and fewer where they have less benefit. |
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Redshift requires anNVIDIA GPU with CUDAcompute capability 2.0 or higher and 1GB VRAM or more. Glassworks’ Babies Sing for CadburyGlassworksanimation and VFX studio in London, Barcelona and Armsterdam, used Redshift to make an intriguingcommercial for Cadbury. Glassworks has been evaluating Redshift as an addition to Arnold and some other renderers they use, and said the quality and stability of the renderer is excellent. “The render options are presented in a way that is familiar and modern - unified sampling, various global illumination mechanisms and physically-based render options are intuitive and easy to use,” saidAlastair Hearsum, Head of 3D at Glassworks. |
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“From a look point of view, the renders look great - from rapid Depth of Field to smooth motion blur and extra high sampling rates through to the subsurface and volumetric effects. For such a relatively young renderer it has already covered a lot of ground." |
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Glassworks also finds Redshift’s performance is scalable, and to provide extra render power they can simply bolt GPUs into their machines for rendering. The Redshift staff has been supportive as well. “Any bugs we've found have been squashed within hours and a new release has been made available almost instantly,” Alastair said. www.redshift3d.com |