Redshift features non-photorealistic rendering (NPR), more flexible Standard Volumes, support for AMD graphics, alpha mask support for Redshift area lights and more.
Render NPR line and toon looks in Redshift with new non-photoreal-render options, including a Contour node, a Toon Material node for cel shading, and a Tonemap Pattern shader for half-tone shading and other screen-space, grid-based shading styles.
Opacity controls in Redshift’s new Toon material allow artists to render particles additively, where the light emission of each particle builds on those below to create super-bright, stellar particle renders.
With the addition of OSL support for HIP, Redshift is now officially supported on Windows systems with AMD graphics cards.
New Standard Volume Nodes make it easy to quickly add variation and fine detail when rendering volumes like Pyro and clouds. Also, the Standard Volume shader now works within global environment fog.
Other additions include alpha masking for area lights, allowing users to create light gobos with a simple texture. Re-worked mesh lights are easier to use and obey visibility and light linking rules, and the State shader has a new ray bounce level output.
Native support for German and Korean languages has now been added to Redshift.
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Artist & Model Credits:
Cloud VDB by Walt Disney Animation Studios -
Red Car Toon Shader Example by
Blue Car Toon Shader Example by Benjamin Mikhaiel, model by Martin Trafas.
Dragon 3d scan by Artec 3D.
Apple Hardware-Accellerated Ray-Tracing Cinebench Scene by Oly Stingel and Pavel Zoch.
Shader Ball by Rich Nosworthy. Rubber Duck Model by
Stanford Dragon model by Stanford University.
Toy Train and Airplane by Pavel Zoch.
Redshift RT Car by Maxime Truchon, model by Luis Lara.
Toon Shader Dog Model by Something’s Awry Saul Espinosa James Mauger Elly Wade
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