NEWPORT BEACH, CA — Redshift (www.redshift3d.com) has released Version 2.0 of its GPU-accelerated, biased renderer. Redshift 2.0 introduces a range of new features and pipeline enhancements to the existing Maya and Softimage plug-ins, as well as support and features for Autodesk 3DS Max. The company will be exhibiting at the SIGGRAPH show in Anaheim, CA, later this month.
New integration with Autodesk 3DS Max brings the solution to a whole new audience of 3D artists. The company is also working to bring integration to SideFX Houdini and Maxon Cinema 4D later this year.
New features across all platforms include realistic volumetrics, enhanced subsurface scattering and a new PBR-based Redshift material, all of which deliver improved final render results.
“The CPU-GPU feature gap continues to close with the host of new functionality added in 2.0,” says
Panos Zompolas, co-founder/CTO at Redshift. “We want to give as many artists as possible the opportunity to access the time and cost savings of GPU rendering, which is why we’re also thrilled to launch our new Autodesk 3DS Max integration with 2.0. More integrations are also planned for the coming months. We really can’t wait for artists to get their hands on this new version of Redshift to see the results for themselves. The dawn of GPU rendering has arrived.”
The following highlights are part of the 2.0 release:
- Volumetrics (OpenVDB) – Render clouds, smoke, fire and other volumetric effects with production-quality results (initial support for OpenVDB volume containers)
- Nested dielectrics – Accurately simulate the intersection of transparent materials with realistic results and no visual artifacts
- New BRDFS and linear glossiness response – Model a wider variety of metallic and reflective surfaces via the latest and greatest in surface shading technologies (GGX and Beckmann/CookTorrance BRDFs)
- New SSS models and single scattering – Attain more realistic results with support for improved subsurface scattering models and single-scattering
- Redshift Material – Utilize a more intuitive, PBR-based main material, featuring effects such as dispersion/chromatic aberration
- Multiple dome lights – Combine multiple dome lights to create more compelling lighting
- alSurface support – Access full support for the Arnold shader without having to port settings
- Baking – Save considerable amounts of rendering time with baking for lighting and AOVs