Table Of Contents
Introduction
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:
- Surface
- Shadow
- Environment
- Photon
- Bump Map
Softimage Shaders
Illumination
Architectural / Architectural (multi-out)
The following parameters are not supported:
- Texture Space (Transparency/Reflection -> Anisotropy)
- Radiance (Indirect Illumination -> Global Illumination/Caustics/Final Gathering)
- Ray Multiplier (Indirect Illumination -> Final Gather)
- Additional Multiplier (Indirect Illumination -> Final Gather)
- Detail Enhancement (Ambient Occlusion)
- Grid Density (Optimization -> Interpolate Reflection/Refraction)
- Single Environment Sample (Optimization -> Interpolate Reflection/Refraction)
- Enable (Optimization -> Interpolate Reflection/Refraction -> Refraction)
- Samples (Optimization -> Interpolate Reflection/Refraction -> Refraction)
- Enable (Optimization -> Interpolate Reflection/Refraction -> Reflection)
- Samples (Optimization -> Interpolate Reflection/Refraction -> Reflection)
- Distance On (Optimization -> Interpolate Reflection/Refraction -> Reflection)
- Distance (Optimization -> Interpolate Reflection/Refraction -> Reflection)
- Enable (Optimization -> Falloff)
- Distance (Optimization -> Falloff)
- Use End Color (Optimization -> Falloff)
- Color (Optimization -> Falloff)
- Turn Off Visible Area Light Highlights (Additional Options -> Remove Effects)
- Turn Off Bumps for Diffuse Only (Additional Options -> Remove Effects)
- Enable Backface Culling (Additional Options -> Add Effects)
- Bump Mode (Additional Options -> Global Settings)
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.
Anisotropic, Blinn, Constant, Cook-Torrance, Lambert , Phong, Strauss
The following parameters are not supported:
- Radiance (Indirect Illumination -> Global Illumination/Caustics/Final Gathering)
- Filter Radiance with Diffuse (this is the default behavior) (Indirect Illumination -> Global Illumination/Caustics/Final Gathering)
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.
Car_Paint
The following parameters are not supported:
- Optimize Environment Sampling (Reflection -> Optimization Settings)
- Global Weight (Advanced -> Indirect Lighting)
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.
Ambient_Occlusion
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.
Incidence
The following options for 'mode' are not supported:
- Camera / Lights
- Camera / Lights (Light List)
- Surface / Lights
- Surface / Lights (Light List)
Matte Shadow (mip)
The following parameters are not supported:
- No Self Shadow
- Indirect Catch (see notes)
- Additional Illumination 'illuminators' lists (see notes)
'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.
Texture
Camera Map(mip)
The following parameters are not supported:
- Multiplier
- De-Gamma
'Multiplier' and 'De-Gamma' are ignored because Redshift uses the 'Exposure' and 'Color Profile' options of the texture clip to achieve the same result.
Cell, Checkerboard, Fabric, Fractal, Grid, Ripple, Rock, Vein
The following parameters are not supported:
- Enable (Texture -> Bump Mapping)
- Use Alpha (Texture -> Bump Mapping)
- Factor (Texture -> Bump Mapping)
- Step (Texture -> Bump Mapping)
Fractal_Scalar
The following parameters are not supported:
- Time
- Texture Coordinate
Gradient
The following parameters are not supported:
- Enable (Texture -> Bump Mapping)
- Use Alpha (Texture -> Bump Mapping)
- Factor (Texture -> Bump Mapping)
- Step (Texture -> Bump Mapping)
Parameters Pos_Color(1-8), Pos_Alpha(1-8) and Mid_Alpha(1-8) are NOT texturable.
Image, Scalar_Image
The following parameters are not supported:
- Enable (Texture -> Bump Mapping)
- Use Alpha (Texture -> Bump Mapping)
- Factor (Texture -> Bump Mapping)
- Step (Texture -> Bump Mapping)
- Bump Mapping (Image Filtering -> Elliptical Filtering -> Apply To)
- Maximum eccentricity (Image Filtering -> Elliptical Filtering)
- Maximum pixels for Min Radius (Image Filtering -> Elliptical Filtering)
- Disc Radius (Image Filtering -> Elliptical Filtering)
- Bilinear Interpolation (always enabled for magnification) (Image Filtering -> Elliptical Filtering)
Light_Surface (mia)
The following parameters are not supported:
- Get Intensity From Light List (Lights (Optional))
Internally this is mapped to the Redshift Incandescent Material shader.
Bump
Bump_Generator
The following parameters are not supported:
- Base normal (always relative to the surface normal) (Texture -> Bump Mapping -> Normal)
- Input normal (Texture -> Bump Mapping -> Normal)
- Step (Texture -> Bump Mapping)
- Maximum pixels for Min Radius (Image Filtering -> Elliptical Filtering)
- Disc Radius (Image Filtering -> Elliptical Filtering)
- Bilinear Interpolation (always enabled for magnification) (Image Filtering -> Elliptical Filtering)
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.
Bump_Map
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.
XSINormalMap3
The following parameters are not supported:
- Unbiased Tangents (we attempt to determine this automatically) (General -> Tangents)
Environment
Environment
PhysicalSky (mia)
The following parameters are not supported:
- Use Background
- Visibility Distance
Internally this is mapped to the Redshift PhysicalSky shader.
Light
Soft Light
Below are the parameters that are not supported:
- Flat Light Mode
- Distance Attenuation – Mode, Start Falloff, End Falloff (Redshift natively supports either Inverse-Square distance decay or none)
- Shape Attenuation
Portal Light (mia)
Below are the parameters that are not supported:
- Visible in Render
- Shadow Offset
- Use Custom Environment Shader (this will always be true if an explicit environment shader has been attached to this node)
- Light Cutoff Threshold (instead we have a global option for this under Optimizations/Cut-off Thresholds/Shadow)
Physical Sun (mia)
Slide Projector
Processing / Switch
Front-Back Switch
Ray Type Switch
Below are the parameters that are not supported:
- Shadow Color
- Shadow Modulation
- Photon
Texture Array Switch
Color Switch
Scalars Switch
Processing / Math
Color Average
Color Basic
Color Exponent
Color In Range
Color Logic
Color Smooth Range
Color Unary
Scalar Basic
Scalar Change Range
Scalar Exponent
Scalar In Range
Scalar Logic
Scalar Smooth Range
Scalar Unary
Exponent Falloff
Redshift renders will produce different results to Softimage renders.
Linear Falloff
Boolean Invert
Boolean Logic
Vector-Vector
Vector-Scalar
Processing / Conversion
Boolean To Color
Color To Boolean
Color To Scalar
Color To Scalars
Color To Vector
HSV To RGB
RGB To HSV
Integer To Scalar
Scalar To Boolean
Scalar To Color
Scalar To Integer
Scalars To Vector
Vector Coordinate Converter
Redshift currently only supports 'to Camera' Transform mode. More support coming soon.
Vector To Color
Vector To Scalar
Vector To Scalars
Processing / Image Processing
Color Balance
Color Correction
Color HLS Adjust
Intensity
Invert
Scalar Invert
RGBA Keyer
Processing / Color Channels
HLSA Combine
HSVA Combine
RGBA Combine
Color To Alpha
RGBA Split
Processing / Mixers
Gradient
Parameters Pos_Color(1-8), Pos_Alpha(1-8) and Mid_Alpha(1-8) are NOT texturable.
Mix 2 Colors
When used to blend material shaders, only Mix and Add blend modes are supported fully.
Data
Scalar_State
The following parameters are not supported:
- State Parameter: Screen Position: Raster X
- State Parameter: Screen Position: Raster Y
- State Parameter: Motion Blur Time
- State Parameter: Index of Refraction of outgoing ray
- State Parameter: Index of Refraction of ingoing ray
- State Parameter: Barycentric A / Crosswise Hair
- State Parameter: Barycentric B / Lengthwise Hair
- State Parameter: Barycentric C / Spline Hair Interpolant
This shader currently has very limited support. All unsupported State Parameters will return 0.
Vector_State
The following parameters are not supported:
- State Parameter: Motion Vector
- State Parameter: Texture Vector
Data / Map Lookup
Color Map Lookup
Texture sampling is not supported.
Scalar Map Lookup
Texture sampling is not supported.