Redshift Real Time is currently in beta. At this time Redshift RT is most helpful for scenes primarily made up of hard surface models and shaders due to current limitations for things like subsurface and hair shading commonly found with more organic assets.
At this time, due to the current limitations of Redshift Real Time, it is recommended that RS RT be used with new scenes as you are likely to find incompatibility with many shader networks found in pre-existing scenes.
Table Of Contents
General
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Redshift Real Time Render Time: 4s |
Redshift Production Bucket 1m 35s |
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Redshift Real Time Render Passes: 128 |
Redshift Production Interactive 128 |
Redshift Real Time (RT) is the fastest interactive rendering engine available in Redshift, offering near real time updates. The speed and interactivity of Redshift RT makes it an excellent option for look development, scene layout, and light placement. Additionally, Redshift RT is designed to match Redshift's Production rendering engine as closely as possible, making it ideal for quickly switching back and forth between the two to make the most of each engine's strengths.
Using Redshift RT
Switching to and using Redshift RT is easy, it can be enabled directly from the Redshift Render View or from the render settings menu as pictured in the images below.
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Switching to Redshift RT from the Render View by clicking on the 'RT' icon |
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Switching to Redshift RT from the Render Settings |
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Switching to Redshift RT from a Viewports 'Redshift' menu |
The option to switch the rendering engine from Production to Real Time in the render settings can be found at the top of the Basic Settings section or in the Globals tab of the Advanced Settings.
Quality Settings
When using Redshift RT the only settings that affect render quality are the number of Progressive Passes and the global Trace Depth limits.
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Progressive Passes: 1 | 64 |
Limitations and Unsupported Features
This section is a work in progress
Shading Features
- Back-Lighting / Translucency
- Subsurface
- Single Scattering
- Multiple Scattering
- Point Cache Based SSS
- Volumes
- VDB Volumes
- Global Volume Fog
- Matte Features
- Sprite Shader
- Hair / Fur
- Displacement
- Nested Dielectrics
- Per-Shader Trace Depth Limits
- User Data
- Object Level: Supported
- Vertex Level: Unsupported
Geometry Features
- Redshift Particle Primitive (other particle types are supported)
- Proxies
Lighting Features
- Light Linking
General Features
- AOVs
- Depth of Field
- Motion Blur
- Point-Based GI
- Caustics
- Multi-GPU Support
- Non-Standard Camera types (Fisheye etc)
- Maximum Trace Depth: 8
- Redshift Material Override
Hardware & Software Requirements
- Windows 10
- Version 2004+
- OS Build 19000+
- Nvidia RTX GPU