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Redshift 2.6.41 | 1.6 Gb
Redshift Rendering Technologies has launched Redshift 2.6.41 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.
Redshift 2.6.41 - Release Notes: General:
- Fixed bug introduced in 2.6.28 that forced global volume height fog to appear fully fogged when looking at the environment through the fog plane
- Added ‘Spread’ option to Portal lights
- Fixed bug introduced in 2.6.39 that could cause a crash when exporting embedded volumes in proxies
- Fixed bug where tessellation would produce wrong results on meshes using more than 2 deformation steps
What’s new in Redshift 2.6.41 for 3ds Max:
- [Max] Fixed bug introduced in 2.6.39 where modifying lights during IPR could cause incorrect renders or crash
- [Max] Fixed bug where block indicators on 3ds Max buffers can spill outside region being rendered
- [Max] Fixed bug that could cause IPR to update endlessly when rendering with animated camera and motion blur
- [Max] Fixed bug that could cause IPR to update when moving the mouse over the viewport in scenes with instanced target lights
- [Max] Fixed bug where IPR would restart a completed render after rendering a shaderball for material not used in the scene
- [Max] Fixed bug that excluded right and bottom edges of a region when rendering with Render View region box
- [Max] Fixed bug where displacement shaders were not applied when inside a shader graph rooted at RS Ray Switch Material or RS Store Color To AOV
- [Max] Fixed issue that could raise an exception in Forest Pack 5.4 with older versions of 3ds Max when scattering volume grids
- [Max] Fixed issue where choosing a new IES light profile did not start in the directory containing the current profile
- [Max] Fixed errors displaying viewport guides and shading preview for spot lights
- [Max] Improved UI responsiveness in Material Editor while rendering shaderballs
- [Max] Added Proxy Export option “Transform Pivot to Origin”, available when exporting a single item
- [Max] Added output directory shortcut buttons to Proxy Export dialog
- [Max] Potential fix for degraded viewport performance on scenes with instanced target lights
- [Max] Updated bundled scene converter script to version 0.29
- [Max] Added plugin options rollout (Render Setup > System > Local Plugin Options) for settings that persist across 3ds Max sessions:
- [Max] Added plugin option to adjust Render View UI for high DPI displays
- [Max] Added plugin option to restore previous Render View window position
- [Max] Added plugin option to compensate for borderless windows when fitting Render View to a display (Windows 10)
- [Max] Volume grids scattered by Forest Pack now show correct bounding boxes in the viewport
- [Max] Added log messages to assist with finding spurious IPR refreshes
- [Max] Fixed bug with file output of utility buffers for Altus 1-pass
What’s new in Redshift 2.6.41 for Cinema4D:
- [C4D] Addressed an issue where deleting an object referenced as a custom particle object would not always update the object distribution.
- [C4D] Addressed an issue where an incorrect RenderView color scheme was used under certain conditions.
- [C4D] Addressed an issue where where Multi-Instances from cloners could use inconsistent MoGraph attributes under certain conditions.
- [C4D] Changed PostEffect behavior, so that all effects except Bloom, Flare and Streak are now allowed in region renders.
What's new in Redshift 2.6.41 for Houdini:
- [Houdini] Fixed a crash in the bgeo instancefile instancing.
- [Houdini] Addressed the behavior of the additional beauty AOVs to render them by default without configuring them as remainder.
- [Houdini] Addressed some additional issues found with the RenderView OCIO file UNC paths.
- [Houdini] The camera selected in the RenderView can now be updated from the viewports when it is locked.
- [Houdini] Fixed the flickering of some RenderView buttons while updating the scene view or parameters.
- [Houdini] Added the light group feature to the RS Portal lights.
What’s new in Redshift 2.6.41 for Maya:
- [Maya] Improved performance of IPR mode
- [Maya] Improved performance when rendering objects with motion blur
- [Maya] Fixed an issue where post effects should be applied outside of the Region Render area
- [Maya] Fixed an issue where Batch Rendering resolution wouldn’t match render layer override resolution
- [Maya] Fixed multiple issues with high dpi scaling
- [Maya] Fixed an issue where the Per Particle Reference attribute would cause a crash if the Particle object was empty
- [Maya] Fixed an issue where instancer objects could significantly slow down IPR mode with motion blur disabled
- [Maya] Fixed bug with file output of utility buffers for Altus 1-pass
About Redshift Renderer. Redshift is the world’s first fully GPU-accelerated, biased renderer. Redshift renders scenes many times faster than existing CPU-based renderers.
Redshift was designed from the ground up to be a production-strength, biased GPU renderer. "Production strength" means the software is stable/reliable and can handle large datasets, i.e. scenes containing tens or even hundreds of millions of polygons and tens of gigabytes of textures. Redshift can support large datasets that exceed the GPU memory capabilities due to its out-of-core architecture which allows data to efficiently be moved between the CPU and the GPU. “Biased” means allowing artists to tweak shading in non-physical ways and achieving the look they require. It also means being able to approximate certain lighting aspects with less accurate but faster-to-render techniques. “Biased” should not be confused with a lack of physical correctness - which Redshift also supports! It should be interpreted as “better control”. And, finally, because Redshift is optimized to run on the GPU, this means it offers all of the above while being albe to render several times faster than its CPU counterparts.
Redshift is tightly integrated with 3d apps. Redshift’s deep level of integration means new users will feel right at home. Apart from deep integration, the Redshift plugins also aim to offer a consistent user experience across the supported 3d apps - within the limits of each 3d app, of course. This is important for the reason, what many artists these days find themselves having to jump between different 3d apps, depending on their project’s needs.
In this video Andrew Silke goes over the awesome new Redshift Denoiser using Nvidia's Optix Ai system. He also covers new Maya IPR improvements including animation and timeline live IPR. All these things and more including IPR progressive AOV's are available to Redshift users in the experimental 2.6.0 builds.
About Redshift Rendering Technologies, Inc. Redshift Rendering Technologies Inc was founded in early 2012 in Newport Beach, California with the goal of developing a production-quality, GPU-accelerated renderer with support for the biased global illumination techniques that until now have remained squarely in the CPU-only domain.
Product: Redshift3D Redshift
Supported Architectures: x64
Website Home Page : www.redshift3d.com
System Requirements: PC
Supported Operating Systems: Windows 7even or newer
Software Prerequisites: *
Size: 1.6 Gb
* Review 3D Applications Supported: 3D Applications Supported
- Autodesk Maya: 64-bit edition. 2014 or later
- Autodesk 3dsMax: 64-bit edition. 2013 or later
- Maxon Cinema4D: 64-bit edition. R16 or later
- SideFX Houdini: 64-bit edition. 15.5 or later
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