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Tips and tricks for Redshift beginners

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Let's throw a few tips and tricks in here for those getting started.  

 

First off: RENDER SETTINGS: 

 

A few findings from @Fastbee

Quote

I was testing Redshift more and ran into some things that I found speed up rendering by maybe 30%+ when combined.

 

1) Go to Render Settings > Redshift > Memory > Automatic Memory Management and check this on.  It takes more memory, but speeds up renders.

 

2) Render Settings > Redshift > System > Bucket Rendering and switch this to 256

 

3) When using Irradiance Point Cloud as the seconday GI Bounces, which seems to be the best option, change the Samples per Pixel under Irradiance Point Cloud settings to 1.  One one think this would lower the quality, but it doesn't.  It's really strange.  I have not tried it in a lot of scenes right now so if someone could re-verify this it would be great.

 

4) Under Unified Sampling setting it to 512 max and 256 min seems to be enough to get flicker free for even the hardest scenes.  Setting it higher does not seem to get any better quality for the extra time.  Setting it lower like 256 max 128 min can sometimes add to render time which I find strange.  Setting it very low can cause flickering in some scenes, so for previewing maybe ipr or using 16 max 4 min is good, but final rendering 512 max 256 min seems to be the best between no flickering and a fast render.  If flickering is still seen this should be upped at the cost of more render time.

 

I'll also add a couple of things I've learned can make your renders faster: 

 

Redshift's unified sampler definitely benefits from applying sampling overrides.  Allocating sample overrides prevents the unified sampler from getting overworked by trying to clean up stuff like reflections, refractions, etc.  So... 

 

 1) If using Brute Force for GI, take the ray count up to at least 2x your max unified samples.  So if you're doing 256/512, use at least 1024 for GI. 

 

2) Do the same for Individual overrides.  So, for the above, it's also recommended to try at least 1024 for lights, refraction, reflection, etc. as needed.  

 

This is some of what I've learned from Saul Espinoza's and Jesus Fernandez's tutorials on youtube.  They are Maya-based, but the same theories still apply and are quite helpful, even for C4D.  

 

Saul:

https://www.youtube.com/channel/UCUNokXBHp-7b_E6cDG4UA6A

 

Jesus:

https://www.youtube.com/channel/UCa0jeJu-5pm2W9wNDZeUBJg

 

 

 

ANOTHER ONE!

 

Never, ever trust progressive mode for your final render.  The IPR (when set to progressive) doesn't always show you what's going on.  For example, Multiple SSS is not visible in progressive mode.  Neither are caustics.  Also the IPR defaults to brute force mode, so any tweaks to GI will not be visible in progressive mode. 

 

So, if you're working with Multiple SSS, caustics, etc. and you can't really see what's happening, make sure you go to Redshift's render settings, and in the Basic tab, turn off "Force (progressive) Enabled for IPR."  This will take your IPR into bucket mode and show you everything exactly how your final render will come out.  

 

Of course, bucket mode will be slower than progressive, so you may need to turn down your unified sampler for relatively fast updates.  You can always switch back to progressive mode when you want to work more quickly.   

 

 

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