Along with the first tip of closing other programs, add your project to Render Queue - close C4D - open again and start the Render Queue without opening the project. Go out for a coffee while it renders. ☕
if you really want to speed up RS in Renderview in System Tab - put memory limit to 60-70% and put GPU memory realise to 60-90 sec also Hardware Raytracing in Globals is slowing down quite much time to first pixel in IPR I'm avoiding this until putting to render farm, also good alternative for complex scenes is In Renderview/View/ IPR Undersampling set to 2-3 for example
Good stuff, you'll be rendering like a boss now! If you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
Great video. It is worth exploring the unbiased sampling by turning off automatic sampling when you're getting closer to the final render. This allows for precise control over certain areas of the render.
I used to do that too, but I find the extra messing around takes longer than just firing off a render with autosampling - it does a really good job these days
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/ultimate-redshift-masterclass
I have always used Irradiance Point Cloud as my secondary engine, and 512 as my bucket size. After watching your video I changed them to Brute and 256 and reduced render time by about 20%. I just tried that on an exterior scene and the render times went up, so Brute force or Point cloud I would suggest are scene dependent.
No problem, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
Cheers, definitely makes life much easier! If you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
14:50 AWESOME tip, did not know that materials in the database are compressed and therefore slow down preview and render times especially when tweaking the materials. THANKS for sharing :)
@@CGShortcutsideally used materials from the library should be copied uncompressed to the tex folder or you could get a prompt asking what to do like with other footage.
Can you make a video going over how to handle RS displacement and tessellation correctly when using Megascans Quixel assets? It is absolute hell as the default values are never just 0 or 1 in the range mapper, also depends on the scale of the Megascans asset (small boulder vs mile long cliff face). I can literally NEVER get my displacement for Megascans rocks or whatever to look exactly like it does on Megascans site, is always rounded off slightly or looks bloated.
I hear your frustration! Redshift displacement and tessellation with Megascans assets can be tricky due to the non-default values and varying asset scales. Here are some tips to get you closer to that perfect displacement: Redshift Material Settings: Enable Tessellation & Displacement: In your Redshift object tab, make sure both "Tessellation" and "Displacement" are enabled. This is often the first step users miss. Displacement Scale: This is crucial for controlling the detail level. Don't be afraid to experiment with values. Here are some starting points: Small Objects (boulders): Start with a lower value like 0.005 or 0.01. Large Objects (cliffs): You might need a higher value like 0.1 or even 1.0 depending on the asset scale. Redshift Texture Displacement Node: Within your material network, use the Redshift Texture Displacement node. Here's where things get interesting: New Range Min & Max: The default values (often -1 & 1) might not be ideal for Megascans textures. Try adjusting them based on the texture: For textures with a clear center point (like a bump map), adjust the values to encompass the range of displacement information (-0.5 & 0.5). Experiment for other textures, sometimes a narrower range (like -0.25 & 0.25) might be needed. Adjust Tab - Color Offset: This hidden gem can fix "bloated" displacement. Try adjusting the color offset value slightly negative (e.g., -0.25). This can nudge the displacement information back towards what Megascans intended. Additional Tips: Check Megascans Documentation: Some Megascans assets have specific recommendations for displacement settings in their documentation. It's worth checking if available.
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
Good stuff! If you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
You sure can, set it all up once in a project and save it somewhere on your computer. Then go to PREFFERENCES / FILES and down the bottom you can set a custom startup scene - choose the scene you set up and C4D will always open a new project with all your settings ready to go. We'll make a video about this soon;)
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/ultimate-redshift-masterclass
In the render preferences, how come when I disable my CPU to only use my GPU it doesn't let me render, and I even get "licensing errors" codes and the Maxon app pops up ?
In A Nutshell 1. Close All Apps (especially After Effects) 2. Set Progressive Passes To Something like 32 - 128 (should be your default) Works every time for me :D
Those two steps will get you a long way, plenty more you can do though - optimizing your scene and investing in a good GPU are probably the most important things
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
No problem! Don't forget to subscribe if you dont want to miss more videos like this, we upload new stuff all the time;) BTW, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
You're doing Automatic Sampling at 8?? Isn't the default like .01? How are you renders looking so good, you'd think with 8 they'd look like noisy potato blob images lol
Thats only for quick previews, I almost always use 0.01 for final output unless its too slow, then I'll try 0.1 or 1 with denoising (if it looks ok and actually renders faster)
Not in my experience. I use it every project and I get super fast clean renders without needing to waste time playing with settings. What's the problem exactly?
Along with the first tip of closing other programs, add your project to Render Queue - close C4D - open again and start the Render Queue without opening the project. Go out for a coffee while it renders. ☕
Very true, the less other stuff your computer has to concentrate on the better
if you really want to speed up RS in Renderview in System Tab - put memory limit to 60-70% and put GPU memory realise to 60-90 sec also Hardware Raytracing in Globals is slowing down quite much time to first pixel in IPR I'm avoiding this until putting to render farm, also good alternative for complex scenes is In Renderview/View/ IPR Undersampling set to 2-3 for example
Great tips, thanks @droikcg!
the memory limit is not necessary anymore since the newest updates
Where did you get this information? might sound outdated
Boosted my 3090s Performance literally 400%, thank you so much cant believe it!
Good stuff, you'll be rendering like a boss now! If you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
Great video. It is worth exploring the unbiased sampling by turning off automatic sampling when you're getting closer to the final render. This allows for precise control over certain areas of the render.
I used to do that too, but I find the extra messing around takes longer than just firing off a render with autosampling - it does a really good job these days
thanks for sharing that in such a great and easy to follow manner
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/ultimate-redshift-masterclass
I have always used Irradiance Point Cloud as my secondary engine, and 512 as my bucket size. After watching your video I changed them to Brute and 256 and reduced render time by about 20%. I just tried that on an exterior scene and the render times went up, so Brute force or Point cloud I would suggest are scene dependent.
There's not really a one render setting fits all, but after a lot of testing these settings seem to do the trick most of the time
and u can use decrease trace depth. espectially if so many reflection or refraction materials in your scene.
Yep, can darken your scene though if you go too crazy with it
Thank you for the tips! They helped me to significantly decrease render time
No problem, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
Great tips as always Dave, def agree autosampling is a winner!!
Cheers, definitely makes life much easier!
If you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
14:50 AWESOME tip, did not know that materials in the database are compressed and therefore slow down preview and render times especially when tweaking the materials. THANKS for sharing :)
Yep, I confirmed that with maxon. Good thing it's an easy fix
@@CGShortcutsideally used materials from the library should be copied uncompressed to the tex folder or you could get a prompt asking what to do like with other footage.
@@CGShortcuts But can you tell me how to localize it? I can't find the local location of the texture.
Can you make a video going over how to handle RS displacement and tessellation correctly when using Megascans Quixel assets? It is absolute hell as the default values are never just 0 or 1 in the range mapper, also depends on the scale of the Megascans asset (small boulder vs mile long cliff face). I can literally NEVER get my displacement for Megascans rocks or whatever to look exactly like it does on Megascans site, is always rounded off slightly or looks bloated.
I hear your frustration! Redshift displacement and tessellation with Megascans assets can be tricky due to the non-default values and varying asset scales. Here are some tips to get you closer to that perfect displacement:
Redshift Material Settings:
Enable Tessellation & Displacement: In your Redshift object tab, make sure both "Tessellation" and "Displacement" are enabled. This is often the first step users miss.
Displacement Scale: This is crucial for controlling the detail level. Don't be afraid to experiment with values. Here are some starting points:
Small Objects (boulders): Start with a lower value like 0.005 or 0.01.
Large Objects (cliffs): You might need a higher value like 0.1 or even 1.0 depending on the asset scale.
Redshift Texture Displacement Node: Within your material network, use the Redshift Texture Displacement node. Here's where things get interesting:
New Range Min & Max: The default values (often -1 & 1) might not be ideal for Megascans textures. Try adjusting them based on the texture:
For textures with a clear center point (like a bump map), adjust the values to encompass the range of displacement information (-0.5 & 0.5).
Experiment for other textures, sometimes a narrower range (like -0.25 & 0.25) might be needed.
Adjust Tab - Color Offset: This hidden gem can fix "bloated" displacement. Try adjusting the color offset value slightly negative (e.g., -0.25). This can nudge the displacement information back towards what Megascans intended.
Additional Tips:
Check Megascans Documentation: Some Megascans assets have specific recommendations for displacement settings in their documentation. It's worth checking if available.
The RS Material database tip is very useful.
Cheers, was driving me crazy till I figured that out!
@@CGShortcuts Thank you for sharing!
The greatest time-saver tutorial, huge thanks
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
This has helped me a lot. Thank you very much for your time and for sharing.
Good stuff! If you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
Very helpful! Is there a way to save all these settings for Redshift so you don't have to set them up every time you open C4D?
You sure can, set it all up once in a project and save it somewhere on your computer. Then go to PREFFERENCES / FILES and down the bottom you can set a custom startup scene - choose the scene you set up and C4D will always open a new project with all your settings ready to go. We'll make a video about this soon;)
Thank you that’s super helpful!
Hello, how do I remove watermark "redshift" in render view in c4d 2024? Thanks
you need to pay for a Redshift license
Great video again mate!
Cheers Niels, when are we going to get another epic tutorial from you?
@@CGShortcuts In thinking about a new fresh series of tutorials early 2024;)
THANK YOU This is really helpful
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
Thank you for such good tips and excellent explanation video!
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
Really helpful. Thanks
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/ultimate-redshift-masterclass
In the render preferences, how come when I disable my CPU to only use my GPU it doesn't let me render, and I even get "licensing errors" codes and the Maxon app pops up ?
You need a Redshift licence to use GPU rendering, CPU version is free.
In A Nutshell
1. Close All Apps (especially After Effects)
2. Set Progressive Passes To Something like 32 - 128 (should be your default)
Works every time for me :D
Those two steps will get you a long way, plenty more you can do though - optimizing your scene and investing in a good GPU are probably the most important things
A M A Z I N G !!
Cheers, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
How do you make folders in the object manager?
Try Nulls, and Layers are also good way to organize objects.
These are actyually just null, you can change the icon to a folder, looks neater and more organized
This is goldmine!! Thanks for this awesome tut.
No problem! Don't forget to subscribe if you dont want to miss more videos like this, we upload new stuff all the time;)
BTW, if you found this tutorial helpful you'll learn LOADS MORE in our Redshift Masterclass, you can check it out here: cgshortcuts.com/product/ultimate-redshift-masterclass
i can confirm i render faster than everyone else
Winning!
I am here first! Great stuff Dave!
Haha, you were up early!
You're doing Automatic Sampling at 8?? Isn't the default like .01? How are you renders looking so good, you'd think with 8 they'd look like noisy potato blob images lol
Thats only for quick previews, I almost always use 0.01 for final output unless its too slow, then I'll try 0.1 or 1 with denoising (if it looks ok and actually renders faster)
Ага ага, спасибо)
Не беспокойтесь, больше обучающих программ можно найти на cgshortcuts.com.
Automatic Sampling is shit, don't rely on it. The benefit of RS is to optimize the scene by your own.
Not in my experience. I use it every project and I get super fast clean renders without needing to waste time playing with settings. What's the problem exactly?