Redshift has announced that build v2.6.39 is now available. This update is the first version that officially supports 3ds Max 2020. Another item of interest is that they've added a 'Render Selected Materials' and 'Render All Materials' commands to the material menu. Also, if you're an X-Particle user, they've added the 'initial support for the color and thickness attributes of xpTrail objects in X-Particles. This feature requires X-Particles V4 build 690 (Early Access) or higher.' This information is from the Redshift 3D forums. Log-in and check out what everyone is talking about.
Redshift Version 2.6.39
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Redshift 2.6.23 Crack Download
This build includes plugins for Maya, 3ds Max, Houdini, C4D, Softimage and Katana
Redshift 2.6 versions require NVidia driver version 390.65 or later (Windows), 390.25 or later (Linux) and 387.128 or later (macOS).
Release Notes
WARNING: This version upgrades the Redshift proxy file version! Proxy files exported with this version won't load in previous Redshift versions! Passport studio for mac.
- [Maya] Added XGen IGS support for Linux 2016.5 to 2019 and OSX 2017 to 2019
- [Maya] RedshiftPostEffects node now respects the OCIO, OCIO_ACTIVE_DISPLAYS, and OCIO_ACTIVE_VIEWS environment variables
- [Maya] Added ‘Reflection End Color' option to RS Material
- [Maya] Fixed an issue with XGen IGS that would cause segments of the spline to not render correctly
- [Maya] Fixed an issue where XGen IGS width scale wouldn't render correctly
- [Maya] Fixed an issue where the viewport would flicked when rendering a MASH object in IPR mode
- [Max] 3ds Max 2020 now supported
- [Max] Added ‘Reflection End Color' option to RS Material
- [Max] Disable Display Elements in render element manager when initiating a render with Render View enabled
- [Max] Fix crash when rendering GrowFX object modified with Redshift Mesh Parameters
- [Max] Fixed bug where proxy export could throw an exception when scene contains render element with no filename
- [C4D] Added initial support for the color and thickness attributes of xpTrail objects in X-Particles. This feature requires X-Particles V4 build 690 (Early Access) or higher.
- [C4D] Added initial support velocity-based transformation blur for Thinking Particles and X-Particles. This is enabled from the Motion Vector section of the RSObject tag.
- [C4D] Added support for editing shader parameters when multiple compatible nodes are selected in the ShaderGraph Editor.
- [C4D] Added a 'Render Selected Materials' and 'Render All Materials' commands to the material menu. These will force the material previews to be rendered even when the 'Auto-Refresh Previews' option is disabled.
- [C4D] Added support for creating RS Lights before, after or under the selected objects through the Control/Shift keyboard shortcuts.
- [C4D] Improved the material preview UI which now will display the last rendered preview instead of a blank image. An indicator will be shown when a previously cached preview is used instead of a new render.
- [C4D] Addressed a color correction inconsistency affecting XP particle colors as well as the built-in Hair material. Compatibility with existing scenes is available via the new 'Enable Legacy Color Management For X-Particles' and 'Enable Legacy Color Management For Hair' option in the System, Legacy Compatibility Options section. These options will be automatically enabled in all legacy scenes.
- [C4D] Addressed an issue affecting the number of visible AOVs in the AOV manager and Render Settings, when setting inheritance is used.
- [Houdini] New 'Redshift PostFX' COP2 node exposing all the Redshift PostFX features inside the COP context.
- [Houdini] New options in the RS OBJ spare parameters to control the point attributes promotion to the expanded packed geo.
- [Houdini] Fixed several issues related to the Camera nodes PostFX parameters while working in the IPR mode.
- [Houdini] Fixed a crash rendering volume objects with empty primitve groups.
- [Houdini] Added support of animated proxy sequences in the update scene rendering mode.
- [Houdini] Addressed the support of shader nodes with multiple outputs for custom AOVs.
- [Houdini] Added support of relative ROP paths to the RS IPR ROP node.
- [Houdini] Fixes in several functions that could be related to rare crashes in the multi-thread scene extraction code.
- [Houdini] Added support for the spotlight projection texture in the viewports.
- [Houdini] Fixed a crash in the RSNoise node related to a negative value in the complexity parameter.
- [Katana] Fixed the broken connection of shader nodes with mulitple outputs directly to the 'surface' material input.
- [Katana] Addressed the support of shader nodes with multiple outputs for custom AOVs.
- [Katana] Support of multiple multi-layered EXR files, created from the AOVs pointing to the same filename.
- [Katana] Addressed the support of float and float3 outputs linked to the shaders float2 inputs.
- [RenderView] OCIO display mode now respects the use of the OCIO_ACTIVE_DISPLAYS and OCIO_ACTIVE_VIEWS environment variables[RenderView] Presets are now enabled for Render Info
- [RenderView] Improved Color/Pixel Picker performance
- [RenderView] While in the Pixel tab, color picking the frame buffer no longer requires Ctrl to be held down
- [RenderView] Fixed an issue when loading scenes from pre-2.6.33 wouldn't display their Color Management correctly [XSI] Fixed bug that prevented photographic exposure from having any effect
- [All] Fixed bug introduced in 2.6.38 which could produce crashes for proxies containing 'raw' volume data
- [All] Improved redshiftCmdLine 'printdependencies' functionality. It will now print the correct dependency paths relative to a proxy, even if that proxy is moved from its original location. This will require a proxy reexport to work properly, though.
Important information for Cinema 4D:
This release introduces a change to the data for render settings. The plug-in will perform the necessary data conversion automatically when an older scene is detected. Once a scene is saved, it may become incompatible with previous versions of the plug-in. So we recommend that you keep a backup of your scenes before using them with newer versions of the plug-in.
Learn More about Redshift
Redshift is the world's first fully GPU-accelerated, biased renderer.
Redshift is a powerful GPU-accelerated renderer, built to meet the specific demands of contemporary high-end production rendering. Tailored to support creative individuals and studios of every size, Redshift offers a suite of powerful features and integrates with industry standard CG applications.
Posted by Michele Yamazaki
Redshift Benchmark GPU Render Times with GeForce RTX 2070, 2080 & 2080 Ti
Today we will be taking a look at GPU performance in Redshift. Redshift claims to be the world's fastest biased renderer and is used by many professionals. We've noticed that many artists are looking to integrate Redshift into their workflow with applications like Houdini, Cinema 4D and Maya rather than using high-end CPU rendering solutions. The gaming industry heavily uses Redshift with Ubisoft using it to create their cinematic trailer for the game title ‘For Honor' and Blizzard Entertainment uses Redshift to create their short films to introduce new characters in Overwatch. The growth of Redshift rendered animations has grabbed our attention and we wanted to test out some of the latest graphics cards to see how they perform.
To measure the render performance of graphics cards we'll be turning to the benchmark included in the demo version of Redshift 2.6.23. It should be noted that Redshift currently only supports CUDA-compatible cards with 2GB of VRAM or more. Redshift does not support OpenCL. This unfortunately means that AMD GPUs are not supported and that Redshift will only work with NVIDIA GPUs. The good news is that all recent CUDA cards are supported (Maxwell, Pascal, Turing) and that means a wide variety of GeForce, Quadro and Tesla GPUs are supported by Redshift.
We ran the Redshift 2.6.23 demo benchmark on our normal Intel Z370 GPU test platform that uses an Intel Core i7-8086K 6-core, 12-thread processor on a Gigabyte Z370 Gaming 7 motherboard with 32GB of DDR4 3200MHz memory and a 1TB Samsung SSD 970 EVO M.2 PCIe NVMe SSD. Windows 10 v1803 64-bit was installed along with GeForce 416.34 drivers and then we simply ran the Age of Vultures benchmark scene that comes with the Redshift 2.6.23 demo. Our results come from the average of three test runs. It should be noted that while Redshift is a GPU renderer the CPU and SSD used do impact the results of the benchmark as textures need to be loaded from the disk and scene data needs to be prepared for use by the GPU.
Without further ado the Redshift 2.6.23 benchmark render times on our test system:
Performance scaling on the GPUs that we tested looks great. The GeForce GTX 980 ‘Maxwell' card finishes in just under 25 minutes, the GeForce GTX 1080 ‘Pascal' card finished in just under 18 minutes and then the brand new GeForce RTX 2080 ‘Turing' card completes the render in under 11 minutes. Adding a second RTX 2080 card to the system drops the render time down to under 6 minutes. Oddly enough when we enabled SLI with the new NVLink bridge the performance was slower at 344 seconds versus the 340 seconds with SLI disabled. The flagship RTX 2080 Ti FE finishes in just over 8 minutes, but that drops to under 5 minutes with two cards and just over 3 minutes with three cards. Amazing performance, but at $1199 each we are talking about $3,600 worth of GPUs here.
Redshift is a powerful GPU-accelerated renderer, built to meet the specific demands of contemporary high-end production rendering. Tailored to support creative individuals and studios of every size, Redshift offers a suite of powerful features and integrates with industry standard CG applications.
Posted by Michele Yamazaki
Redshift Benchmark GPU Render Times with GeForce RTX 2070, 2080 & 2080 Ti
Today we will be taking a look at GPU performance in Redshift. Redshift claims to be the world's fastest biased renderer and is used by many professionals. We've noticed that many artists are looking to integrate Redshift into their workflow with applications like Houdini, Cinema 4D and Maya rather than using high-end CPU rendering solutions. The gaming industry heavily uses Redshift with Ubisoft using it to create their cinematic trailer for the game title ‘For Honor' and Blizzard Entertainment uses Redshift to create their short films to introduce new characters in Overwatch. The growth of Redshift rendered animations has grabbed our attention and we wanted to test out some of the latest graphics cards to see how they perform.
To measure the render performance of graphics cards we'll be turning to the benchmark included in the demo version of Redshift 2.6.23. It should be noted that Redshift currently only supports CUDA-compatible cards with 2GB of VRAM or more. Redshift does not support OpenCL. This unfortunately means that AMD GPUs are not supported and that Redshift will only work with NVIDIA GPUs. The good news is that all recent CUDA cards are supported (Maxwell, Pascal, Turing) and that means a wide variety of GeForce, Quadro and Tesla GPUs are supported by Redshift.
We ran the Redshift 2.6.23 demo benchmark on our normal Intel Z370 GPU test platform that uses an Intel Core i7-8086K 6-core, 12-thread processor on a Gigabyte Z370 Gaming 7 motherboard with 32GB of DDR4 3200MHz memory and a 1TB Samsung SSD 970 EVO M.2 PCIe NVMe SSD. Windows 10 v1803 64-bit was installed along with GeForce 416.34 drivers and then we simply ran the Age of Vultures benchmark scene that comes with the Redshift 2.6.23 demo. Our results come from the average of three test runs. It should be noted that while Redshift is a GPU renderer the CPU and SSD used do impact the results of the benchmark as textures need to be loaded from the disk and scene data needs to be prepared for use by the GPU.
Without further ado the Redshift 2.6.23 benchmark render times on our test system:
Performance scaling on the GPUs that we tested looks great. The GeForce GTX 980 ‘Maxwell' card finishes in just under 25 minutes, the GeForce GTX 1080 ‘Pascal' card finished in just under 18 minutes and then the brand new GeForce RTX 2080 ‘Turing' card completes the render in under 11 minutes. Adding a second RTX 2080 card to the system drops the render time down to under 6 minutes. Oddly enough when we enabled SLI with the new NVLink bridge the performance was slower at 344 seconds versus the 340 seconds with SLI disabled. The flagship RTX 2080 Ti FE finishes in just over 8 minutes, but that drops to under 5 minutes with two cards and just over 3 minutes with three cards. Amazing performance, but at $1199 each we are talking about $3,600 worth of GPUs here.
The GeForce GTX 1080 FE performed worse than the GTX 1070 Ti and GTX 1070 cards and this is mainly because it uses GDDR5X memory with higher latencies than the GDDR5 used on the 1070 and 1070 Ti. The 1080 Ti uses GDDR5X memory and does really well. This is because the 1080 Ti uses a 352-bit wide memory bus for 484 GB/s of memory bandwidth and has 3,584 CUDA cores. The GTX 1080 uses just a 256-bit wide memory bus with 320 GB/s of memory bandwidth and 2,560 CUDA cores. The difference between a 1080 and 1080 Ti is substantial on both paper and on the benchmarks.
The brand new NVIDIA GeForce RTX 2080 Ti Founders Edition card completed the benchmark scene at 503 seconds with the custom ASUS ROG STRIX GeForce RTX 2080 Ti OC Edition finishing at 496 seconds thanks to having a higher boost clock. Two GeForce RTX 2080 Ti FE cards completed the render in just 267 seconds. The fastest GeForce GPU for rendering in Redshift is the RTX 2080 Ti.
Here is a chart of the render performance relative to the NVIDIA GeForce GTX 1080 Ti Founders Edition graphics card. This shows that the GeForce GTX 980 FE was exactly 50% slower than the GeForce GTX 1080 Ti. It also shows that the new GeForce RTX 2070 XC Gaming is almost 6% faster than the GeForce GTX 1080 Ti FE. The RTX 2080 is about 14% faster and the RTX 2080 Ti is about 46-48% faster. Doubling the number of RTX 2080 and RTX 2080 Ti cards in the system yielded most impressive results, but also double your GPU cost.
Before we conclude, we should point out that Redshift allows you to use 8 GPUs per session and you can mix and match them since they do not share memory (unless you run SLI). We ran two RTX 2080 Ti cards with an RTX 2080 in our test system and had no issues in Redshift. Serial photoshop cs6 for mac. The performance with this setup was also only 5 seconds behind three matching GeForce RTX 2080 Ti cards. So, the take home message here is don't be afraid to mix cards!
We'll conclude with some pricing links!
- EVGA GeForce RTX 2080 Ti Ultra Gaming – $1499.99 shipped
- EVGA GeForce RTX 2080 XC Ultra Gaming – $849.99 shipped
- EVGA GeForce RTX 2070 XC Gaming – $549.99 shipped
- MSI GeForce GTX 1080 – $499.00 shipped
Update 10/25/2018 5pm CT: Redshift sent us a comment about enabling SLI multi-GPU support and we thought we'd share it:
'Redshift does not support SLI. In fact, enabling SLI can actually hamper Redshift performance, so we always tell our customers to disable it. The reason is because SLI is gaming technology, while Redshift is a purely compute application. The two don't mix. We are aware that the new GPUs support NVLink, but we don't currently support that yet – although that will be coming soon. When we support NVLink, you should expect better performance with scenes that go out-of-core.' – Redshift
Redshift 2.6.23 Crack Tool
So, that explains why our performance went down with SLI enabled!