ALL HAIL TO REDSHIFT



R E D S H I F T

I was searching for new technical solutions to my creative problems (it works the orther way around too)
Previously I was struggling rendering because I had to stop using my machine for a long time or render at night, and the process was really slow because I was basically rendering at night, checking for debug, re rendering, and loosing days and days for really huge scenes (wich i never did because of that).
Yesterday, I stumbled upon a new render engine, I already used Arnold and modo, wich are both considered as the fastest/felxible renderers out there, so I wasn't really exited about (another) GPU engine, but I gave it a try:

WHAT IS REDSHIFT?

Redshift is a GPU-accelerated biased renderer offering the utilmate in flexibility and control at incredible speeds.

FIRST IMPRESSION


-the installer is lightweight


-the installer installs fast

-clear interface
-PLENTY of useful shaders
-FAAAAASSSST !
-"where is the trap?" effect

AFTER SOME TESTING

-There are a lot of useful settings for optimisation-It's VERY easy to mess around and slow everything down: from 10s to 4min !!
-The settings are pretty much ideal on their default settings, this means you can setup a scene with a lot of parameters like GI, motion blur, deph of field, with acceptable results in a few seconds, no need to tweak and tick every checkbox of maya's interface to render a basic test sphere with photon GI  (mental ray if you're still alive, I 'm talking about you :D )
-One really COOL thing about Redshift : as it's mostly GPU and "out of core" , you can do a lot of CPU task while rendering, eg: Photoshop, Nuke compositing, and why not, parralel CPU rendering?
-Some AOV are CPU and really slowing down the rendering, motion vector AOV is missing
-Some features are missing
-the documentation is comparable to the one done by SolidAngle for Arnold


CONCLUSIONS AND A FEW COOLISH NUMBERS

This is a great render engine, in fact, it's so good that it might be my new primary renderer, it has nothing in common with maxwell, octane or the orther, it's not even really close to arnold, instead of "using GPU to render good" , redshift is "using GPU to render fast", the interface and the global quality of the output looks really similar to Vray, but at a fraction of the time, with a blazing fast IPR.


coolish numbers: 
-Fbx character: 10K polys, 2K textures
1000*1080px brute force GI 64 rays + irradiance point cloud 8 rays, 3 bounces, full deformation motion blur, max rays : 32
render (per frame) 14s
72 frames, rendered in approx ~~16 min


-Zbrush character
~~3mil polys
bruteforce GI , 256 rays , max rays: 16
1min40s per 1920px HD frame





Well, I have FINALLY found my ideal renderer! 
(Arnold is still my CPU favourite renderer )




Comments

  1. Hey, is agree it's amazing. One thing though, were you able to figure out how to view the aov inside Maya? And to make a multiEXR file? SLiB redshift viewport renderer seems buggy and won't show the aov's

    ReplyDelete
  2. Hey, is agree it's amazing. One thing though, were you able to figure out how to view the aov inside Maya? And to make a multiEXR file? SLiB redshift viewport renderer seems buggy and won't show the aov's

    ReplyDelete

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