Redshift interface and Objects
In this lesson I will show you where to find Redshift menus and objects
and I will talk about each one individually.
Let's take a look.
I have experienced many different render engines
and, honestly, Redshift is my favorite
because it is very fast and also very easy to work with.
Once you install Redshift in Cinema 4D,
you will have this menu here and everything will be here.
It's not complicated.
To make this lesson more interesting, I have created this setup
and I will show you how I made that.
But before that, I recommend creating your own layout
when you are working with Redshift.
Because I have one monitor,
I'd like just to put that here in the same monitor.
Redshift, click on Redshift RenderView,
and then I can grab this
and dock this window somewhere like here.
I can also change this size
to make sure it is getting the best crop for me, for this layout.
If I click on this icon and go to Output,
and I change this to something like 540 and 960,
now you can see I have this object here,
and if I just press this Play button here,
I can see my object.
REDSHIFT Interface
Here I can access the preferences.
This will not a separate thing from Cinema 4D preferences.
Thankfully, Redshift works very well
with most of the native Cinema 4D objects and parameters.
If I click on this, it opens up Cinema 4D preferences,
but it shows me Redshift.
You can see your graphic cards and all the options here.
I would like to bring in one light
and start a real-time rendering done that way.
I'll talk about each individual element.
Here, in Lights, I will bring one Area Light.
I will talk about each individual light in the next lesson,
but for now, I can just grab and move it and put it somewhere like here.
Let me scale the light a little bit and put it somewhere like here.
Now, if I press this Play button,
as you see, this is a real-time rendering.
I can just very easily rotate around the Viewport
and see the result in real time.
I already have a beautiful bouncing effect of the light
in between all these objects.
This is because I already have turned on
the Global Illumination in my rendering. What is Global Illumination?
If I open up Render Settings here and switch to Redshift
and click on Redshift, you can see I have a GI tab here.
By default it's set to None.
If I change them to None, now you can see the difference.
I have very harsh shadows
and I don't see any bouncing of the light.
Basically when you have a light source
it emits some light rays onto the object,
and then it will rebounce again and rebounce again a million times.
That's why you get that beautiful global illumination
which is called GI in 3D rendering.
I always recommend adding some GI.
It can be one of these objects,
but I recommend using Brute Force for the primary engine,
and you can use Brute Force as well for the secondary
or Irradiance Point Cloud. It depends on your scene.
Most of the time, Irradiance Point Cloud mixed with Brute Force
gives you a faster and cleaner result.
For now I just put it on Brute Force.
You can see again light has too much emission,
so maybe I can just select the light, go to General,
and here I can change this intensity to something like 40.
You can also scale the lights, and when you scale the light,
you get more intensity, but the shadows will be softer.
And to compensate that, I will put this in a lower number.
As you see, I have this beautiful result.
REDSHIFT Objects
In Redshift and Objects
I have one object called Redshift BakeSet.
This helps you to bake your textures.
If I bring in one Redshift Environment, you don't see any result.
Basically it creates some fog effect in your scene.
To enable that
you need to emit some volume rays from your light source.
If I get back to this Area Light
and go to the Volume tab and give it even a small number,
it turns to white,
but here I can get back to the environment
and now I can give it a color and a lower value.
Now it'll start to show me the result.
This is the volumetric effect
and I don't wanna use it for this rendering.
Let me turn off my Area Light here
and use another object called Redshift Sun & Sky Rig.
We'll create just one Sky without any light source,
but you can delete that and create one Sun & Sky Rig.
It gives you light, as well,
and you can simply click the Redshift Sun
and easily rotate the sun,
change the direction and change the look and feel.
REDSHIFT Materials
Here in Redshift
you can go to Materials and select materials here.
We have different types of materials in Redshift.
Or you can also go to your Material Manager
and Create, Redshift and Materials.
If I create one Standard material, I can easily grab this material
and assign it to my object in my Viewport.
Or you can just go to the Object Manager
and if I create a new Object, for example,
in Redshift, Material, I can assign it to the cone.
And now you can see I have these materials.
To access all the options of the material,
you have to double-click on the Material,
and it opens up one window called Redshift Shader Graph.
This is where you can access all the parameters.
You have this material and you have this output.
This output tells you where this material has been connected.
If I select this, I can change the Diffuse
and give it a different color.
Now I can see the result immediately.
Again, don't forget this is a real-time rendering engine,
which is fantastic.
I can also give some translucency to my object.
Change the reflection.
The glossiness or the roughness is different here.
Or you can give it some Soft Surface Scattering effect.
This effect will be an object like skin or candle material.
And I can click on the other one and change that as well.
I can change the Diffuse to, let's say, a yellowish color.
You can do whatever you want just playing with the parameters here.
Let's say you want to make something like glass material.
You can easily change this refraction,
and when you add some weight to it, it will be like glass material.
You can also give it a color.
Or you can give some tint and it applies the tint here.
You also have some presets.
If I change it to Glass, it turns to glass.
It can be Tinted Glass or Plastic material,
Aluminum or Paper...
or Copper material, this is one of my favorites.
I zoom in, now you can see it has a very nice, polished reflection.
That's how you can access your materials,
but it's not the only types of material you can assign.
If I go here to Redshift, Material, you can see I have Car Paint.
Now, if I assign this to the cone,
you can see it's a double layered material.
And again, if I click on that,
you see some different windows and parameters here.
I can also create Incandescent materials.
This can be very helpful
when you are going to apply some emission.
If I bring in one sphere here,
and assign this Incandescence,
even if I turn off my Area Light here,
I can see...
this result and I can even add some intensities.
I can add even more.
Let's make sure I have enough GI here.
You can see I have this emission coming from this sphere.
In Material, you can also give some Skin material.
This is a ready-to-go material for a skin type.
I'll turn on my light again, let me delete this.
This gives me this beautiful result.
We can also add more intensity to see the result better.
So I'll set this to maybe 15.
So far we have worked with the real-time rendering,
but what if I want to make a bucket rendering or finished render.
By pressing this button here...
If I press that, it starts to render in bucket mode.
I can see some noise here.
To fix that, you can just open up your render settings here
and in Redshift Basic... This is very important.
You have Samples Max and Samples Min.
The minimum and maximum is set to 4 to 16 by default,
but usually if you just set this to 16 and 64,
it helps a lot to have a better sampling.
You can also go to the GI, because GI always creates noise.
Let's open up Brute Force GI.
The number of GI is set to 16, which is very low.
I can change it to something like 256.
And also the other place that you have to change that...
All the lights also have their own samples.
Right now, it's set to 16.
I can change it to 512 for now.
And now, as you see, they start getting cleaner and cleaner.
You can add more Number here.
You will have a longer render time now.
When you are happy with the result,
you can just stop this real-time rendering
and then instead of that, just by pressing this button,
I can turn this to one single image and then just go to File...
and Save Image as.
You can also send this image to your RenderView,
or if I just press Shift and R on my keyboard,
it will send the image to the RenderView.
You can also press this button
just to send the image to the Picture Viewer.
In the RenderView again, this button starts the real-time rendering.
This will create a crop off that render.
If I rotate it, it just updates that part.
This one will start bucket-rendering,
but just for real-time render, it's not progressive rendering anymore.
And this will save the render.
If I click on this one, it can save my render.
And then if I Rotate,
we save again and I can compare these two together.
It is very nice. I'll change the material here.
I'll change it to something like Silver.
Now I assign this material.
I can save this and now I can compare these two together.