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Redshift (Floating License - 5 Licenses)

Redshift (Floating License - 5 Licenses)

Code: redshift-floating-license


Price: $3,000.00 USD

 


Redshift is a GPU-accelerated biased renderer offering the ultimate in flexibility and control at incredible speeds.

Redshift's out-of-core design allows it to efficiently render very large scenes with geometry and textures that far exceed available VRAM.


 
  5 Permanent floating licenses with 1 year maintenance. Click here for more information
 


Biased Rendering

Redshift is a biased renderer. Redshift uses approximation and interpolation techniques to achieve noise-free results with relatively few samples, making it much faster than unbiased rendering.

Redshift supports several biased global illumination techniques including:

  • Brute Force GI
  • Photon Mapping (with Caustics)
  • Irradiance Cache (similar to Irradiance Map and Final Gather)
  • Irradiance Point Cloud (similar to Importons and Light Cache)

You choose the techniques that work best for your particular scene.


Rendering by London Image Creative


Out-of-Core Architecture

Redshift uses an out-of-core architecture for geometry and textures, allowing you to render massive scenes that would otherwise never fit in video memory.

A common problem with GPU renderers is that they are limited by the available VRAM on the video card – that is they can only render scenes where the geometry and/or textures fit entirely in video memory. This poses a problem for rendering large scenes with many millions of polygons and gigabytes of textures.

With Redshift, you can render scenes with tens of millions of polygons and a virtually unlimited number of textures with off-the-shelf hardware.


Rendering by Magnetic|Dreams


Proxies and Instances

Redshift supports geometry instancing allowing you to render massive scenes with large numbers of repeating objects, like grass or trees, efficiently with almost no memory overhead.

Redshift also supports render proxies which allow you to place previously exported geometry in your scene but loading into memory only at render time when it is needed. With proxies, you can render scenes that would otherwise not even load in the host DCC application. Like regular geometry, Redshift proxies can be instanced, making rendering scenes with billions of instanced polygons possible.




1-Click Progressive Rendering

Redshift provides a progressive rendering mode that allows you to conveniently and interactively preview your scene without waiting for GI prepasses. This mode uses progressive refinement to give you draft quality results almost immediately while continuously refining the quality over time.


Rendering by Christophe Desse


Powerful Shading and Texturing

Redshift uses a flexible node-based shader system supporting complex shading networks. With support for surface, photon, environment, light and lens shaders, as well as a variety of BRDF lighting models, Redshift gives you the power and flexibility to achieve photorealistic results or highly stylized effects.

When photorealism is your goal, Redshift provides physically correct surface shaders, physically correct lights, photometric (IES) lights, and a physical sun & sky system.

Additional features include:

  • Point-based sub-surface scattering for realistic, fast and smooth rendering of skin, marble, milk and other substances
  • Photographic exposure lens shader (with tonemapping and camera exposure parameters)
  • Depth-of-field lens shader
  • Production-quality texturing (elliptical filtering)

Rendering by GlassWorks


Sampling Optimizations

Redshift includes several optimizations that help you achieve noise-free results without sacrificing performance by automatically adjusting the number of samples used throughout the renderer based on a variety of heuristics.

The net result is that more samples are taken where they are needed and fewer samples are taken when they yield little benefit.




Keep Working While You Render

Because Redshift runs on the GPU with minimal CPU usage, your machine remains responsive while you render.


Rendering by Antonio Bosi


Tight DCC integration

Redshift seamlessly translates the geometry, cameras, lights, materials and other relevant properties of the host application, minimizing the learning curve. Redshift runs directly within the host DCC applications, so you can use Redshift just like you would the native renderer of the DCC.

Redshift currently includes plugin integration with Autodesk Maya (2011 and higher) and Autodesk Softimage (2011 and higher) running on Windows (XP and higher). Integration with Autodesk 3ds Max and support for Mac OSX and Linux are coming soon.





Hardware Compatibility

Redshift requires an NVIDIA GPU with CUDA compute capability 2.0 or higher and 1GB VRAM or more.

OpenCL support is planned for a future release.



System Requirements

Minimum


  • 64-bit Windows XP / Vista / Windows7 / Windows 8

  • 64-bit Autodesk Maya (2011 or higher) or Autodesk Softimage (2011 or higher)

  • 2GB of system memory

  • Processor with SSE2 support (Pentium4 or better)

  • NVidia GPU with CUDA compute capability 2.0or higher and 1GB VRAM

Recommended


  • 64-bit Windows 7

  • 64-bit Autodesk Maya (2011 or higher) or Autodesk Softimage (2011 or higher)

  • 8GB of system memory or more

  • NVidia GPU with CUDA compute capability 3.0 or higher and 2GB of VRAM or more



License Information


     
 
Floating Licenses

Floating licenses are dynamically allocated on demand from a pool of licenses managed by a license server running on your network to individual machines running Redshift. The number of floating licenses you have defines the number of machines that can use Redshift concurrently. There is a 5 license minimum for floating licenses. Customers with existing Redshift floating licenses can add additional floating licenses with no minimum purchase.

Permanent Licenses

A permanent Redshift license never expires. It allows you to run any version of Redshift released before the end of your active maintenance period (explained below under 'Maintenance Explained').

Maintenance Explained

All new permanent license purchases include 1 year of maintenance & support. Each license has an associated "maintenance expiration date" which, for newly purchased licenses, is initially 1 year after the date of purchase. Your maintenance is considered to be "current" if the expiration date is in the future. Since Redshift licenses are permanent, the license itself does not expire. However, the maintenance expiration date defines the latest version of Redshift for which your license will be valid. For example, if you buy a license today, it will work for any version of Redshift released on or before this day next year. In other words, your license is good for any version of Redshift released while your maintenance is current.

You can extend your maintenance expiration date by purchasing a maintenance extension. Pricing for a 1-year maintenance extension is $250 for node-locked licenses and $300 for floating licenses. Maintenance extensions are always applied based on your maintenance expiration date. Purchasing a maintenance extension before or after your maintenance expires does not alter this date. For example, if your maintenance expires April 10 2015 and you purchase a maintenance extension on May 15 2015, your new maintenance expiration will be April 10 2016.

Additional Information

  • Redshift uses Reprise Software RLM for licensing.

  • All products are delivered electronically.

  • No physical items are shipped.

  • The use of Redshift is subject to the terms and conditions of the End User License Agreement.

  • License keys are issued once payment is received in full.
 
     

Core

  • GPU accelerated raytracing, global illumination and shading

  • Out-of-core geometry and texturing

  • Multi-GPU support

  • Unified sampling

  • Displacement with auto-bump

  • Hair primitive tracing

  • Volumetric lighting and fog

  • Camera and object motion blur (including deformation blur)

  • Geometry instances

  • Render proxies

  • Multiple importance sampling

  • Per-object visibility flags (camera visible, shadow visible, GI visible, etc...)

Global Illumination

  • Brute-Force

  • Irradiance Cache

  • Irradiance Point Cloud

  • Photon Mapping (GI and Caustics)

Materials

  • Flexible node-based shader system

  • Point-based sub-surface scattering (SSS)

  • Bump and normal mapping

  • Environment shaders

  • Architectural (physically correct)

  • Car paint

  • Hair shader

  • Multiple BRDF lighting models

Lights

  • Physical sun and sky

  • Physically correct lights

  • Photometric (IES) lights

  • Portal lights

  • Dome lights

  • Mesh lights

  • Area, point, distant, and spot lights

Cameras

  • Perspective

  • Orthogonal

  • Fisheye

  • Spherical

  • Cylindrical

Lens Shaders

  • Photographic exposure (physical camera, tonemapping, vignetting, etc...)

  • Depth-of-Field (Bokeh)

  • Lens distortion (via UV map)

Texturing

  • High quality elliptical filtering

  • UDIM support

AOV

  • Deep and Layered EXR support

  • Motion Vectors

  • World Position

  • Z Depth

  • Diffuse, Raw Diffuse & Diffuse Albedo

  • Specular

  • Sub-surface Scatter

  • Reflection

  • Refraction

  • Emission

  • GI & Raw GI

  • Caustics & Raw Caustics

  • AO

  • Shadows

  • Normals

  • Bump Normals

  • Matte

  • Puzzle Matte (aka Multi-Matte)

DCC Integration

  • Autdodesk Softimage 2011, 2011.5, 2012, 2012.5, 2013, 2014, 2014 and 2015

  • Autodesk Maya 2011, 2012, 2013, 2014 and 2015

  • 64-bit only

Platforms

  • Windows XP, Vista, 7 and 8 (64-bit only)

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