Cinema 4D - How to use Redshift Proxy Files
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- เผยแพร่เมื่อ 4 ก.พ. 2025
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Redshift Proxies will greatly reduce render times and help you manage large scene files with many assets.
Placing Redshift Proxy files in your scenes prevents geometry from being loaded until it's needed at render time.
The first step is to export the assets you want to create a proxy for as a Redshift file.
Next import and place a Redshift Proxy in your scene and load the Redshift file you exported.
The Redshift Proxy has pre processed the assets you exported and will render much faster.
The downside of Redshift proxies is that in order to edit the proxy, you must open the original data in another file and re export the proxy file.
Proxies support animated and deforming meshes, hair, strands, instances, volume containers, lights and any materials/shaders applied to these objects.
Redshift Proxies provide the option to use either the materials embedded in the Redshift Proxy File, or to replace those materials with materials from the scene where the proxy is placed.
Vertex Attributes
When exporting a set of objects as a Redshift Proxy File, only the vertex attributes used by the currently assigned shaders are included in the exported data.
Motion Blur
In order for Redshift Proxies to render with Motion Blur you must make sure that motion blur is enabled in your Render Settings at the time of export.
Motion blur can be disabled on proxies after export but individual motion blur settings like frame duration cannot be changed after the fact, you must re-export your proxy if you wish to change its motion blur settings.
Instancing & Tessellation
If you are planning on instancing your Redshift Proxies please keep in mind that you can only use fixed tessellation.
Adaptive tessellation cannot be used when instancing in Redshift.
Little tip: you can select all children object by clicking middle mouse button on parent object/null
Great tip! Thanks.
lifesaver..this helped explained the pipeline very well as i am collaborating with a Houdini artist using redshift too.
Nice! Best of luck with your project.
Super helpful, clear, and concise. Love it.
Thanks! That's my goal. Glad you liked it.
Works perfect, thanks!!!
Like a magic
thank you
Is the geometry in the proxy recognized? Eg can I put collisions on it for example? Also does the proxy open with all mats in Houdini?
Thanks, great tut... Do you know where the deformer object should (could be) applied to reflect and modify the proxy objects, and them visible on redshift render output? should the deformer be applied to the original (high poly) object or to the proxy object? thanks.
I would apply them to the high poly object and then export them as a proxy. That means though you're baking in the deformation. So keep that in mind.
And thanks glad you found this helpful!
does proxy supports motion blur ?
because when I finish the scene and save it in mp4 it loses the quality?
Is it possible to use the proxy file and put deformers, using dynamic tags etc?
Thanks for the info. I'm having a problem with redshift materials that include textures. The textures are located in the "tex" folder with the project file. But when I create the proxy and then load it, all the redshift materials are working fine EXCEPT for any textures that were loaded from that "tex" folder. It seems to disregard them entirely. If I select the "Materials From" to "Scene(match by name and prefix)" then the textures will load if I have those materials loaded in the scene. But when I switch it to "Proxy File" it does not render the textures even though they were loaded into the scene with the RS export was created. Any thoughts? Thanks.
Hm weird. That one's difficult to troubleshoot without having the scene in front of me. I can only think that those texture files are protected in some way. Are they open somewhere else on your computer when you saved the proxy file?
@@the-astropath Thanks for responding. Thankfully, I just figured it out. As it turns out, you can only have one UVW tag for each object when the object is read through a RedShift Proxy. I originally had 3 different UVW tags defined for each overlay graphic. This originally rendered without issues using RedShift in c4d. The problem started when I created a RedShift Proxy of that object. Suddenly it was only looking at the first UVW listed and using that to map all the textures for that object.
Instead, I made a single UV for the object and then appropriately positioned and sized each overlay graphic in a single photoshop image using a UV Grid image as reference to position and relative size. The takeaway- If you plan on making something into a RedShift Proxy, you can only have 1 UVW tag per polygon object. You can have multiple materials selectively targeting parts of the mesh, but they all have to use the same UV tag
@@simpl0g1c Glad you figured it out! That's a good tip for others as well.
Thank you.