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System - Advanced

Table Of Contents


Overview

 

Asynchronous Asset Streaming

When enabled, Redshift RT will present your scene in a temporary state without waiting for all shaders and textures to finish processing, this allows you to get visual feedback more quickly at the expense of visual accuracy. The scene will update automatically as each remaining shader and texture finishes processing in the background until the entire scene is fully processed and up to date. During this time, you can still navigate through and interact with your scene. While in the Asynchronous Asset Streaming phase, the status bar shows "Preview Rendering" instead of "Progressive Rendering."

Asynchronous Asset Streaming accomplished this in two ways, by temporarily using a clay shader for any material that has yet to be compiled and by temporarily using a low resolution dummy texture until the high resolution texture is compressed and displayed.

When disabled, Redshift RT will wait until all shaders and textures are processed before updating the render view.

 

The examples below illustrate the process of Asynchronous Asset Streaming with the progress overlay enabled. First your scene will start with a generic clay shader look. Then, as shaders finish compiling, the scene will start to take on an approximate look of the final render and textures will finish being compressed until everything can be presented in its complete state. The progress of Asynchronous Asset Streaming can be seen in the bottom left on top of the image in the Progress Overlay window as well as in the bottom right status bar of the render view.

Async. Asset Streaming Stage: Start , clay render Processing shaders and textures Shaders finished, compressing textures Finished, Progressive Rendering

 

IPR Preview Rendering must be enabled.

When enabled, a window is displayed on top of the rendered image showing the current progress of preview rendering, as processes are completed they will disappear from the progress overlay.

The Progress Overlay window and the blue progress bar

 

Log and Feedback

When rendering Redshift will print out a multitude of useful messages in your 3d app's script/console window. In order to avoid clutter, Redshift's default behavior is to only print out a subset of all the messages it generates.

If you want to view all the messages in the script window, the user can set Redshift's verbosity level to "Debug". This option can be found in the  System tab.

Apart from the 3d app's script/console window, Redshift stores all messages in log files.

 

Controls how much detail is show in the 3d app's script/console window that pertains to Redshift rendering from the following options:


When enabled, it prints even more detailed information to the Redshift log. This is useful for debugging a problematic scene and sharing the results with Redshift developers on the forums as outlined in the Bug Reporting thread.


When enabled, messages are printed to the Redshift Log file during Interactive IPR Rendering. This is enabled by default.

When disabled, nothing is printed to the Redshift Log file during interactive IPR rendering.


When enabled, it alerts the user via the log file to invalid geometry and other issues found in the scene so the issues can be fixed. 

Only valid geometry is rendered.


When enabled, it aborts rendering when Redshift licensing fails. 


When enabled, it aborts rendering when the scene is missing resources like textures and other external references.


Controls when the Redshift Feedback Display is automatically popped open on screen from the following options:


A button to open the Redshift Feedback Display



Shader Baking

Cinema 4D Shader Baking


Cinema 4D shaders are supported in Redshift by baking the shaders down to textures that are controlled by the parameters covered in this section.

Maxon Noise Shader

If you are looking to use a Cinema 4D noise shader please use Redshift's Maxon Noise shader which is natively supported by Redshift and does not require shader baking.

 

Specifies the resolution for the width of the baked textures.

Higher values result in higher resolution textures while lower values result in lower resolution textures.


Specifies the resolution for the height of the baked textures.

Higher values result in higher resolution textures while lower values result in lower resolution textures.


Specifies the bit depth for the baked textures from the following options:


Specifies the resolution for the width of the baked texture used for the Cinema 4D Physical Sky.

Higher values result in higher resolution C4D sky textures while lower values result in lower resolution sky textures.


Specifies the resolution for the height of the baked texture used for the Cinema 4D Physical Sky.

Higher values result in higher resolution C4D sky textures while lower values result in lower resolution sky textures.


Specifies the bit depth for the baked textures used for the Cinema 4D Physical Sky from the following options:

Generally this should be left at the default 32-bit as it provides the highest quality and most realistic portrayal of the high dynamic ranges frequently found in pictures of the sky.


When enabled, it stops Redshift from updating shader baking for Cinema 4D shaders.

 


Units

When disabled - by default, it allows Redshift to become scene-unit aware and changes to Cinema 4D's Project Scale will have a direct impact on the look of renders in combination with the Export Units option below.

When enabled, it forces Redshift to ignore scene-unit scale settings, so changes to Cinema 4D's Project Scale will have no impact on the look of renders.


The export units options allows you to adjust the effective scale of your scene based off of the current Project Scale setting as defined in Cinema 4D's Project Settings.


Certain features of Redshift such as photographic exposure, physical sun/sky and IES light support require knowledge of the "units to meter" and "candela to square meter" settings. It's important to set these values correctly, otherwise lighting coming from physical light sources might appear too dim or too bright.

If you're working with centimeters (i.e. 1 world unit is 1 centimeter), the units to meter scale should be set to 100. That's because, in this case, 100 world units means 100cm, which means 1 meter. If you're working with meters, then it should be set to 1, because 1 world unit means 1 meter.


Photographic exposure, IES lights and the physical sky/sun use the cd/m^2 (candela to square meter) setting. Please make sure to attach a photographic exposure lens shader when using IES lights and physical sun/sky, otherwise your lighting will appear too bright or too dim.


Legacy

The legacy options this section are mostly provided for backwards compatibility or in some cases unique global options that are generally no longer recommended as best practice. The legacy options allow you to more closely match the rendered results of older versions of Redshift while using a newer version of Redshift.

For example, you might want to take advantage of new Redshift features and enhancements but you still need to match the look of a scene that was created using the old Black-Body and Dispersion Technique. Instead of being forced to use a version of Redshift prior to version 3.0.50 you could use the latest version of Redshift but with the legacy option "Black-Body and Dispersion Technique" enabled.


This option allows you to provide a single Redshift Camera tag and use its settings for all cameras in the scene.

This is provided as a backwards compatibility option to match the look of older scenes that made use of this feature.


When enabled - by default, it forces Redshift to use an improved instancing algorithm that cuts down on scene traversal time.

This option should only be disabled if you suspect you have encountered a bug regarding Redshift rendering instances in C4D.

 

Introduced in Redshift version 2.5.55

When enabled - by default, it forces Redshift to employ a hack exclusively for lights that have linear or no decay ( non-physically correct decay)  in order to make this kind of decay look ‘nicer’ when the surface that is being lit is very close to the light source, but it is not actually correct.

When this hack is disabled, the fall-off can get darker when the distance from the light is less than 1 unit, which is actually mathematically correct.


This setting controls how Redshift interprets Cinema 4D Standard Materials.

 

When enabled, it forces Redshift to use an outdated technique for converting a Cinema 4D Sky object and treating it as a Redshift Dome light.

When disabled, Redshift uses the latest technique for converting a Cinema 4D Sky object and treats it as a Redshift Environment shader.

 

When enabled, it forces Redshift to emulate the ambient occlusion effect of a C4D Standard Material.

 

Introduced in Redshift version 3.5.15

When enabled, Redshift uses an old version of time management.

When disabled - by default, Redshift uses a new version of time management that enables new features like the looping functionality in a Maxon Noise shader.

 

Introduced in Redshift version 3.5.08

Material: Bottom

Top

Material Processing: Single (Legacy)

Stacked

 

Memory

When set to a value other than "none," reduces VRAM by compressing textures when rendering in Redshift RT. After a texture is compressed it is cached so that it can be reused again without the need to go through the compression process once again.

All Texture Compression levels reduce VRAM by the same amount! The only difference is how long compression takes and how much the texture quality is compromised.

Texture Compression occurs on the CPU and high quality levels can lead to very long compression times.

 

Quality levels: