---
title: "Inputs"
url: "https://help.maxon.net/c4d/en-us/Content/html/COM_REDSHIFT3D_REDSHIFT4C4D_NODE_OUTPUT-NET_MAXON_NODE_BASE_GROUP_INPUTS.html"
section_path: "The Node Editor > Redshift Nodes > Redshift Material Nodes > Output > Inputs"
element_id: "COM_REDSHIFT3D_REDSHIFT4C4D_NODE_OUTPUT"
group_id: "NET_MAXON_NODE_BASE_GROUP_INPUTS"
description: "This port expects a container of colors and definitions for diffuse, reflectivity, transparency, luminance and bump/normal mapping. This is the most …"
---

## Inputs

### Surface

Parameter ID: `COM_REDSHIFT3D_REDSHIFT4C4D_NODE_OUTPUT_SURFACE`

This port expects a container of colors and definitions for diffuse, reflectivity, transparency, luminance and bump/normal mapping. This is the most common port for Redshift materials like the Standard Material or Toon Material.

### Displacement

Parameter ID: `COM_REDSHIFT3D_REDSHIFT4C4D_NODE_OUTPUT_DISPLACEMENT`

This port expects displacement information as output by the *Displacement* node. This attribute can be combined with the *Surface* definition to add deformations to the mapped geometry. By using the *Redshift Object Tag* for the mapped object, you can add additional subdivisions to the geometry at render time to achieve a more defined displacement, even for low-resolution objects.

### Volume

Parameter ID: `COM_REDSHIFT3D_REDSHIFT4C4D_NODE_OUTPUT_VOLUME`

This input expects volume information as output by a *Volume* shader like the [Standard Volume](https://help.maxon.net/c4d/en-us/Content/html/COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_STANDARDVOLUME.html.md). This combination is needed to render volumetric smoke, clouds, fire or explosions loaded with the *Redshift Volume* object.

Noise can also be added to a global fog volume by connecting a noise shader to the Volume input and applying that material directly to the RS Environment object as pictured below.

|  |  |  |
| --- | --- | --- |
| ![Image: RS_Volume_Noise_BW.jpg](https://help.maxon.net/c4d/en-us/Content/_REDSHIFT_/Resources/Images/RS_Volume_Noise_BW.jpg) | ![Image: rsVolume_Noise_Color.jpg](https://help.maxon.net/c4d/en-us/Content/_REDSHIFT_/Resources/Images/rsVolume_Noise_Color.jpg) | ![Image: rsVolume_Noise_Default.jpg](https://help.maxon.net/c4d/en-us/Content/_REDSHIFT_/Resources/Images/rsVolume_Noise_Default.jpg) |
| Volume Fog with Maxon Noise | 3 noises blended with a Color Layer | Volume Fog without Noise |

|  |
| --- |
| [Video: C4D_Volume_Noise_Connect.mp4](https://help.maxon.net/c4d/en-us/Content/_REDSHIFT_/Resources/Images/C4D_Volume_Noise_Connect.mp4) |
| Applying volume noise to global fog |

### Environment

Parameter ID: `COM_REDSHIFT3D_REDSHIFT4C4D_NODE_OUTPUT_ENVIRONMENT`

This input expects color information, for example, from an *Environment* node, but even a simple color will work here as well. This input can be used together with *Surface* or *Displacement* to include a virtual environment to the material, that is used for reflection simulation. Another use case would be to use the *Environment* input at the *Output* node to create an environment definition, that can be used as *Environment* within the *Redshift Camera Tag* or as global environment in the *Redshift Render Settings* (*Globals*/*Options*/*Default Environment*).

![Image: Output_Node_1.png](https://help.maxon.net/c4d/en-us/Content/_REDSHIFT_/Resources/Images/Output_Node_1.png)

*The Environment information can be used to create virtual surroundings for the material.*

![Image: Output_Node_2.png](https://help.maxon.net/c4d/en-us/Content/_REDSHIFT_/Resources/Images/Output_Node_2.png)

*The left side shows the result when using a simple, white *Color* node for the environment of a displaced sphere. The effect is similar to using a *Dome Light* or *Ambient Occlusion* shading. The right is using a sunset HDR image loaded into an *Environment* node and connected to the *Environment* at the *Output* node.*

### Light

Parameter ID: `COM_REDSHIFT3D_REDSHIFT4C4D_NODE_OUTPUT_LIGHT`

This is an input exclusively for the Redshift *Light* nodes (*Dome Light*, *IES Light*, *Physical Light*, *Portal Light* and *Sun Light*). These shaders allow you to control general parameters of *Redshift Light* objects from within the node environment when the material is applied directly to a *Redshift Light*.

|  |
| --- |
| ![Image: C4D_Light_Nodes.png](https://help.maxon.net/c4d/en-us/Content/_REDSHIFT_/Resources/Images/C4D_Light_Nodes.png) |
| Available light nodes |

With this, you can create procedural shading setups for light color and other compatible inputs, eliminating the need to load an external texture. The "lightColor_shadowAmount" output from a light node should be connected to the Light input of the Material Output node, and that light material should be assigned directly to the light in the Object Manager.

|  |
| --- |
| ![Image: C4D_Light_Shader_Ex_01.png](https://help.maxon.net/c4d/en-us/Content/_REDSHIFT_/Resources/Images/C4D_Light_Shader_Ex_01.png) |
| Creating a procedural light color |

### Contour

Parameter ID: `COM_REDSHIFT3D_REDSHIFT4C4D_NODE_OUTPUT_CONTOUR`

This port only works with a [Contour shader](https://help.maxon.net/c4d/en-us/Content/html/COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_CONTOUR.html.md) to create outlines around objects. This is frequently used with a [Toon Material](https://help.maxon.net/c4d/en-us/Content/html/COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_TOONMATERIAL.html.md) but it can be used with any Surface shader.

### Viewport

Parameter ID: `COM_REDSHIFT3D_REDSHIFT4C4D_NODE_OUTPUT_VIEWPORT`

This can be used to preview a custom shader in the viewport. This only affects viewport preview and does not affect not final rendering.\
You can use something as simple as a color texture or as complex as a full material setup for viewport preview.

|  |  |
| --- | --- |
| ![Image: C4D_Viewport_Texture.png](https://help.maxon.net/c4d/en-us/Content/_REDSHIFT_/Resources/Images/C4D_Viewport_Texture.png) | ![Image: C4D_Viewport_Material.png](https://help.maxon.net/c4d/en-us/Content/_REDSHIFT_/Resources/Images/C4D_Viewport_Material.png) |
| Using a texture with Viewport preview | Using a custom material with Viewport preview |

![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\
Options

### Material ID

Parameter ID: `COM_REDSHIFT3D_REDSHIFT4C4D_NODE_OUTPUT_MATERIALID` · Range: [0..65535]

Using a value above 0, you can use this ID in combination with a *Puzzle Matte* AOV layer to output masks for the objects that are rendered with this material. See [AOV Topics](https://help.maxon.net/c4d/en-us/Content/html/Redshift_Nodes_Utility_AOV.html.md) for details about rendering with AOVs
