Once you know the results you need, applying various render settings isn't a long task but making the most of them, with believable materials that act predictably, can be. When it comes to renderers, the reality is that more time is spent setting up materials than anything else. Speed on a budget is now possible and scalable. What's more, Redshift will use as many GPUs as you have in your system, making it easy to build an economical mini render farm in one workstation – fantastic for smaller studios and freelancers. Redshift takes advantage of the trend for GPU rendering, which both frees up the CPU for other tasks but is also, in most cases, much faster. This in itself makes Redshift well worth considering if you are in the market for a renderer. Using an approach that allows lighting data to be approximated locally, the images look beautiful but at a significant reduction in render time. Redshift takes a slightly different approach, called biased, which in effect is less technically accurate but almost imperceptible to the end user. Over the last decade or so, with GI becoming a reality for every user, render engines have tried very hard to produce physically accurate results, but this is processor intensive. Redshift, a rapidly developing renderer, is now available for more host applications than ever, with more in the pipeline, but for this review we will concentrate on the version for 3ds Max users, who have traditionally been a big market for V-Ray. Rob Redman puts the Redshift for 3ds Max renderer through its paces – a fast, GPU-based renderer using a 'biased' approach to save time for the end user.Īt a time when there is so much choice when it comes to your render engine, it's refreshing to see a developer offer something that doesn't follow the usual unbiased approach, but instead does its best to use tricks and tools to simply deliver a beautiful image in a reasonable timeframe.
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