Redshift

Stunning Redshift renders inside ZBrush

Nikita_Lebedev
ZBrush artist: Nikita Lebedev

 


Redshift renders inside ZBrush

Render directly inside ZBrush using the Redshift renderer. Create stunning renders using the new Redshift materials – glass, metal, reflections, subsurface scattering, shadow-catchers.

Important!

Note: Redshift is a separate application which must be installed for rendering within ZBrush to be possible.

 


Redshift Renderer Functions

Redshift-btns-01
The top section of Redshift Renderer sub-palette

Redshift

Turn on the Redshift button to enable rendering with Redshift. The Redshift rendering options will then become available.

Floor Material

Click the thumbnail to select a material for the Floor. Select the Shadow Catcher material to set the Floor as a shadow catcher.

Floor Color

Click the thumbnail to select a color for the Floor.

Gamma Correction

Allows for the changing of the gamma value. On Windows, the default is 2.2; on MacOS the default is 1.8.

Rotate Lights with Camera

When turned on, lights will be rotated with the camera which is especially useful if you want a light behind the model for SSS. When off, the lights will remain fixed.

Use Default Panorama

Use the default panorama for lighting and reflections.

 


Rendering progress options

Redshift-btns-02
Render progress options

Denoising

Denoising utilizes Intel Open Image Denoise (OIDN). When active, denoising is applied to Redshift beauty renders displayed in the canvas viewport and selected AOV Denoising passes.

ZBrush Redshift Denoising works with progressive rendering.

Render Quality

When Progressive Rendering is turned off, Bucket Rendering is enabled and the quality is determined by the Render Quality slider setting.

Progressive Rendering

When turned on, the render will be shown progressively increasing in quality. The final quality of the render is determined by the Progressive Iterations slider.

If Progressive Rendering is turned off, then Bucket Rendering is enabled. The render will appear as a sequence of squares, rendered at final quality. The quality of Bucket Rendering is determined by the Render Quality slider.

Progressive Iterations

When Progressive Rendering is turned on, the final quality of the render is determined by the Progressive Iterations slider. The higher the number of iterations, the better the quality.

Primary GI Engine Quality

The Primary GI Engine Quality sets the primary global illumination engine used by Redshift.

A setting of 0 disables the primary GI engine and the associated GI Rays (Brute Force Rays) parameter. A setting of 1 activates the Brute Force engine used for global illumination rendering with Redshift.

The Brute Force engine produces the most accurate global illumination results in Redshift and may produce more noise at lower GI Rays (Brute Force Rays) parameter values. Increase GI Rays and utilize Denoising to reduce the amount of noise.

Secondary GI Engine Quality

The Secondary GI Engine Quality sets the secondary global illumination engine used for all indirect lighting bounces after the first. Set the Primary GI Engine Quality to 1 (Brute Force) to use the secondary GI engine.

A setting of 0 disables the secondary GI engine and the associated GI Rays (Brute Force Rays), Retrace Threshold, and Samples Per Pixel parameters.

A setting of 1 activates the secondary Point Cloud engine (Irradiance Point Cloud cache), which helps make the primary Brute Force engine faster, cleaner, and more efficient for difficult lighting situations.

A setting of 2 activates the Brute Force engine and associated GI Rays (Brute Force Rays), which are used for all indirect lighting bounces after the first.

GI Bounce

GI Bounce (Trace Depth) specifies the total number of indirect lighting bounces.

If GI Bounce exceeds 1, the chosen Secondary GI Engine will be used for all bounces 2 and up.

GI Rays

GI Rays (Brute Force Rays) defines the number of rays to shoot per pixel.

A higher setting produces cleaner results at the expense of render time.

Preview Quality in ZBrush

Sets the quality of the preview material icon inside ZBrush before rendering with Redshift. A lower number will increase speed when rendering and reduce quality. Increasing the value of the slider will increase the quality while increasing the update time.

Preview Size in ZBrush

Sets the size of the preview inside ZBrush before rendering with Redshift.

 


Depth of Field

Redshift-btns-03
Depth of Field settings

Depth of Field

When the Depth Of Field button is enabled, Redshift will render depth of field.

Focus Depth

Focus Depth sets the point at which the model is in full focus. You can click+drag from the slider to the model.

Focus Radius

Focus Radius sets how quickly the model becomes blurred.

 


SubTool Disable Options

Redshift-btns-05
Subtool Disable options

In order to speed up test renders there are three options to disable functions for visible subtools.

Disable DynamicSubdiv

Disables Dynamic Subdivision for visible SubTools.

Disable ArrayMesh

Disables ArrayMesh for visible SubTools.

Disable NanoMesh

Disables NanoMesh for visible SubTools.


Render Recall

Render-Recall
Render Recall section

Render Recall allows you to scroll through previous renders and recall their settings. What is recalled can be set using the options. This makes it easy to reuse a favourite material or light setting with your current render.
Important Note: Although you will see the previous render it is only the settings that are recalled. If a different model was used then this isn’t reloaded.

 


Redshift Baker

Redshift-btns-04
Redshift Baker settings

Redshift Baker enables you to bake the current Redshift render materials into a model as polypaint. The mesh is rotated a number of times and the material color averaged for each polygon.

Redshift Baker 360

Press the Redshift Baker button to start the baking progress

Bake Longitude Steps

The number of Longitudinal rotation steps the baker will make. The total steps will be Longitude and Latitude steps multiplied together.

Bake Latitude Steps

The number of Latitudinal rotation steps the baker will make. The total steps will be Longitude and Latitude steps multiplied together.

Bake Color Mode

The Bake Color Mode slider controls the average of two separate projections. Bake Color Mode works best with materials with reduced specularity or shine.

Preserve Highlights

The Preserve Highlights slider controls the affect of brighter colours being applied to your model for the baking process. Slight variations in lighting may result in a dimming of specular highlights. This slider gives greater weight to brighter colors and specular quality is retained. The higher the value the greater the weighting.

 


Redshift Materials

RS Mats
Some of the new Redshift materials

New Redshift Materials are provided in ZBrush so that you can get the best out of Redshift. Each material has a set of modifiers which can be adjusted allowing you to tweak the settings and create new materials. Your materials can be saved an reloaded just like ZBrush standard materials.


Material Modifiers

RS-Material-mods-01
Redshift RoughMetal material selected with some modifiers showing

 


Redshift Light Properties

RS-Lights_Props
The Lights palette has a new section for Redshift Light Properties.

Shadow

Turn Shadow on or off per Light.

Shadow Strength

Strength – full black or degrees of gray.

Shadow softness

Softness – sharp edge or soft edge.

Shadow Samples

Shadow Samples

Intensity Multiplier

Intensity Multiplier

Light Distance

Distance – how far the light is from the object

Light Range

Range – how far the light will reach

Decay Type

Decay Type – power of 2 or linear

Decay Start

Decay Start


Redshift Background options

RS-Background-Props
The Background section of the Light palette has some Redshift options.

Redshift Exposure

The Redshift Exposure slider affects Redshift only so it can be set differently to the HDR Exposure. This can be used to create dramatic effects – for example, the background exposure can be quite dark but the model fully illuminated.

Redshift HDR Shadows

The Redshift HDR Shadows slider affects Redshift only so it can be set different to the HDR shadows.

 


SubTool: Redshift Properties

Smooth Surface

In the Tool>SubTool>Redshift Properties section is the Smooth Surface button. This option allows you to tell Redshift to smooth the surface at render time. It can be set per subtool. This is designed for making low resolution and faceted meshes look good, so don’t use it with high resolution meshes! The setting can be turned on for all visible subtools by using the Apply Last Action button.


Redshift Tips & Tricks