This page lists the native Maya shaders that are either fully or partially supported by Redshift.
For all non-light shaders, we currently support the following Material ports under the Redshift Shading Group Tab:
The following input parameters are not supported:
The following output parameters are not supported:
Internally the BRDF is translated to the Redshift material Ashikhmin-Shirley model, instead of the native Maya implementation.
The following parameters are not supported:
Due to memory restrictions, only 7 layers are supported.
The following parameters are not supported:
The following parameters are not supported:
The following parameters are not supported:
The following parameters are not supported:
Due to memory limitation, Redshift only allows up to 8 ramp 'knots'.
Two ramp 'Type's are not currently supported ('Tartan' and 'UVRamp').
The following parameters are not supported:
The following parameters are not supported:
The following parameters are not supported:
Due to memory limitation, Redshift only allows up to 8 texture layers.
Due to memory limitation, Redshift only allows up to 8 items in each array.
The following parameters are not supported:
When used for displacement or bump mapping, the colorGain/Offset, alphaGain/Offset and defaultColor are not support. Please use the equivalent parameters in the texture node instead.
This page lists the native Softimage shaders that are either fully or partially supported by Redshift.
For all non-light shaders, we currently support the following Material ports:
The following parameters are not supported:
Internally, this shader is mapped to the Redshift Architectural shader,
which is similar in many respects. The most noticeable differences
between the shaders are as follows: specular highlights behave
differently and Cutout Opacity is a binary operation with values
< 0.5 being cut-out.
The multi-out feature of this shader is not supported by
Redshift.
The following parameters are not supported:
Phong and Strauss specular
highlights will appear stronger, because internally our
implementation is the Ashikhmin-Shirley model.
Blinn specular highlights will appear
different, because internally our implementation is the
Ashikhmin-Shirley model.
Constant shaders do not receive any indirect
lighting.
Photon reflection strength and color come from the
Transparency/Reflection properties, NOT specular properties.
The following parameters are not supported:
Specular highlights will appear stronger, because internally we
use a modified Blinn-Phong lighting model that attempts to be
'physically correct'.
Photon material connectivity is also fully supported.
Internally this is mapped to the Redshift CarPaint shader.
Output Mode 'Return Bent Normals (Object Space)' is the same as 'Return Bent Normals (World Space)'. This is because internally our normals are always in world space.
The following options for 'mode' are not supported:
The following parameters are not supported:
'Indirect Catch' is implicitly enabled when 'Additional Illumination Catch' is checked, this is because internally direct lighting and indirect lighting both use the 'Indirect' color to tint diffuse lighting results.To enable 'illuminator' lights to catch CG lighting on the matte surface, check the 'Matte Shadow Illuminator' option of the Redshift Physical Light and Redshift IES Lights.
The following parameters are not supported:
'Multiplier' and 'De-Gamma' are ignored because Redshift uses the 'Exposure' and 'Color Profile' options of the texture clip to achieve the same result.
The following parameters are not supported:
The following parameters are not supported:
The following parameters are not supported:
Parameters Pos_Color(1-8), Pos_Alpha(1-8) and Mid_Alpha(1-8) are NOT texturable.
The following parameters are not supported:
The following parameters are not supported:
Internally this is mapped to the Redshift Incandescent Material shader.
The following parameters are not supported:
Internally the Step (and thus bump gradient) is calculated automatically, which will vary with bump-map texture resolution. Because of this, you will notice stark bump 'strength' differences between Softimage and Redshift renders, with results more similar to the Bump_Map shader.
Sample Spacing is only used when a procedural texture shader is connected to the input parameter. When an Image shader is connected, the behavior will be the same as in the Bump_Generator shader.
Due to a current limitation Redshift will only produce correct results for the Bump_Map shader if the input parameter is of a 2D texture type which has been sampled using t-space coordinates. An example of an incorrect result would be if you were to connect an Image Correction shader between reading the 2D texture and the Bump_Map shader.
The following parameters are not supported:
The following parameters are not supported:
Internally this is mapped to the Redshift PhysicalSky shader.
Below are the parameters that are not supported:
Below are the parameters that are not supported:
Below are the parameters that are not supported:
Redshift renders will produce different results to Softimage renders.
Redshift currently only supports 'to Camera' Transform mode. More support coming soon.
Parameters Pos_Color(1-8), Pos_Alpha(1-8) and Mid_Alpha(1-8) are NOT texturable.
When used to blend material shaders, only Mix and Add blend modes are supported fully.
The following parameters are not supported:
This shader currently has very limited support. All unsupported State Parameters will return 0.
The following parameters are not supported:
Texture sampling is not supported.
Texture sampling is not supported.
This page lists the native 3ds Max shaders that are either fully or partially supported by Redshift.
The following input parameters are not supported:
Internally the specular reflections are translated to the Redshift material Ashikhmin-Shirley model, instead of the native Max implementation, so some tweaking will be required to look the same
The following input parameters are not supported:
The following input parameters are not supported:
For a more comprehensive feature set, please use the Redshift matte object property, or Matte Shadow Catcher material.
The following input parameters are not supported:
Internally the specular reflections are translated to the Redshift material Ashikhmin-Shirley model, instead of the native Max implementation, so some tweaking will be required to look the same
The following parameters are not supported:
The following parameters are not supported:
The following parameters are not supported:
The following parameters are not supported:
The following parameters are not supported:
The ramp is limited to 8 textured knots.
The following parameters are not supported: