Video summary

Switching from Octane to Redshift - Rendering with C4D

Main summary

Key takeaways

Educational

Main ideas / lessons

  • Goal: A beginner-friendly workflow for switching from Octane to Redshift inside Cinema 4D (C4D).
  • Core theme: Don’t just “use Redshift,” but set up a practical default workspace (performance + usability), then learn:
    • the most important render settings
    • camera/render controls
    • lighting basics
    • material building (diffuse/roughness, normal/bump, reflection control, displacement)

Render-speed vs realism tradeoffs

Many Redshift settings balance render speed vs realism/accuracy, especially:

  • Adaptive sampling quality thresholds
  • Motion blur vs deformation blur
  • GI / reflections / refractions pass counts (glass can become very slow)

  • Displacement tessellation (more tessellation = better detail but heavier render)


Step-by-step methodology

1) Set up the Cinema 4D workspace for Redshift

  • Use a custom Redshift layout in C4D (horizontal working space recommended).
  • In Preferences, configure workflow/performance:
    • Leave CPU rendering unchecked (CPU rendering is described as “incredibly slow”).
    • Set a large cache folder (example given: 256GB).
    • Enable UI elements so you can see the Redshift/Render UI (ensures the Redshift menu/panel is visible).
    • Prefer the old “shader/espresso workflow” over node materials:
      • The speaker turns node materials off due to UI annoyance and fewer bugs in the classic workflow.
      • Note: others may have updated since the speaker’s information.

2) Configure Redshift viewer and interface workflow

  • In the Redshift UI, enable:
    • Render viewer
    • Shader graph editor
  • Customize the shader graph editor:
    • Drag/drop to create your preferred layout.
    • Save layout for recurring Redshift work.

3) Create and assign a material baseline

When creating a new Redshift material, use Redshift Standard Material (instead of older options) because:

  • Better energy conservation
  • Glass behaves more realistically
  • Subsurface scattering is improved/easier

4) Use IPR / render preview controls

  • Start rendering using IPR/play controls.
  • IPR refresh:
    • RT mode exists for “real-time” rendering, but the speaker doesn’t rely on it.
  • Preview options (output/view/denoising) are discussed, but the speaker says they rarely use these buttons.
  • Render region workflow:
    • Create and move render regions (including Shift + left click and region selection).

5) Switch render settings from C4D defaults to Redshift

  • In Render Settings:
    • Switch the render engine to Redshift
    • Choose frame/range and resolution as usual
    • Disable bucket/progressive UI options appropriately for your workflow (the speaker compares seeing bucket behavior vs “final quality”)

6) Basic Redshift quality settings (“safe start”)

In Redshift settings → Basic:

  • Quality sampling
    • Avoid Very High; the speaker rarely uses it
    • Use Medium to start
    • Adaptive threshold:
      • When using adaptive thresholds with the indicator, 0.01 is often “good enough” for animations (speed vs quality balance)
  • Denoising
    • The speaker uses no renderer denoising; they plan to denoise later in compositing
  • Motion blur
    • Turn on motion blur for animations
  • Deformation blur (important distinction)
    • Use deformation blur when geometry deforms (e.g., cloth folding)
    • Explanation:
      • Motion blur = moving objects
      • Deformation blur = geometry changes that can’t be treated as simple motion blur
  • Deformation blur samples/steps
    • Start low; the speaker usually doesn’t exceed 3 (it’s calculation-heavy)

7) GI / ray tracing quality controls (GI + reflections/refractions)

  • Global illumination (GI)
    • Avoid values that are too low (the speaker warns it will look bad)
    • Example starting point: 7 GI passes
    • Default shouldn’t be changed early; increase only if the scene is very dark
  • Reflections
    • Example used: 4 reflections (“pretty good”)
  • Refractions (glass)
    • Default mentioned around 6
    • Too low → black areas where refraction rays stop
    • Too high → slow glass rendering
    • Recommend a “sweet spot” (example compromise: 8–9)
    • Strong caution: increasing reflection/refraction counts can dramatically increase render time for glass

8) Ray tracing RT toggle behavior

  • While iterating: keep Ray Tracing RT OFF (it causes “calculating RT” delays)
  • When the project is finished: turn it ON
    • Reported speedup: sometimes around ~20% faster
  • Note: behavior may vary by GPU/software environment (office vs home system differences)

9) Geometry / displacement workflow (freeze tessellation mentioned but skipped)

  • The speaker mentions clay rendering / samples but stays focused on regular workflow.
  • Tessellation/displacement is controlled via a Redshift Object tag on the mesh (not only inside the material).

10) Camera tag for effects (Depth of Field / bokeh)

  • Use a Redshift Camera tag to enable Depth of Field (bokeh).
  • Focus selection:
    • Use a focus picker to choose the focus object
    • Keep radius low/disabled depending on desired blur strength
  • Workflow principle:
    • Prefer minimal post effects in camera; do other effects later in compositing tools (e.g., DaVinci)

11) Lighting setup basics (dome + softbox-like area lights)

Dome light (HDRI)

  • Conceptually equivalent to Octane HDRI dome lighting
  • Apply an HDRI texture
  • Adjust:
    • Dome roughness (speaker sets roughness to 0 for glossy visibility)
    • Light intensity/exposure (example: exposure around 0.2)
    • Saturation if colors are too strong (example reduces saturation by ~50%)
  • Speaker usage:
    • Mostly to fill shadows (GI-like bounce)
    • Provide reflection cues

Additional area lights for shaping

  • Add Area Lights using C4D shortcuts/search.
  • Use a Target tag so the light points at the scene/object.
  • Adjust light angle/position and scale:
    • Bigger light → softer light/shadows
    • Smaller light → harder shadows
  • Example lighting choices:
    • Rim light from back/top-right
    • Top light to control illumination distribution and contrast
  • The speaker notes: moving a light farther changes top-to-bottom contrast due to falloff.

12) Build a material from textures (diffuse + roughness + normal + reflection ramp + displacement)

  • Texture nodes
    • Load textures into paths and connect them into material channels.
  • Preview material shortcut/quality-of-life
    • Add a custom shortcut for “Connect node to Output” to preview quickly.
    • Used to preview diffuse/roughness/spec-related outputs.
  • Diffuse → Base color
    • Diffuse texture goes into base color
  • Normal map → Bump input (as normal)
    • Load/create normal map and connect to bump input
    • Important corrections:
      • Switch bump mode from height to normal
      • Set color space to Raw (Auto was problematic)
  • Reflection roughness shaping via Ramp
    • Create a Ramp and plug it into reflection roughness
    • Behavior:
      • Black ≈ 100% glossiness
      • White ≈ 100% matte
    • Adjust ramp values to reach the desired reflectivity
  • Displacement
    • Displacement is connected separately to the output displacement input.
    • Example approach:
      • Displacement texture + ramp duplication to increase contrast
  • General tip:
    • Use an average gray value concept for displacement tuning.

13) Displacement setup requires a Redshift object tag (tessellation + displacement enabled)

  • Add a Redshift Object tag to the object.
  • In the tag:
    • Enable Tessellation
    • Enable Displacement
    • Set displacement tessellation parameters (example: max subdivisions starting around 3)
      • Increase cautiously: more detail, heavier render
  • Disable complex adaptivity (speaker skips green-space adaptivity).

14) Displacement tuning guidance (pitfalls + fixes)

  • Verify mesh density:
    • View wireframe in shader/material preview
  • With higher tessellation:
    • Displacement becomes smoother/more accurate
  • Displacement “direction” / intersection issue:
    • Default range (0 to 1) can push geometry only one way
    • Use midpoint-offset style tuning:
      • Start around 0.5 / 0.5 (symmetric)
      • If intersections occur, adjust asymmetrically (examples: 0.3/0.7, then 0.8/0.2)
  • Texture scale:
    • Adjust via remap
    • Increasing remap number reduces apparent scale
    • Speaker suggests using smaller displacement scales (example: reduce from ~10 to around 2–3)

15) Quick recap provided by the speaker

Key workflow blocks:

  • Lights
  • Cameras
  • Materials
  • Redshift render settings
  • Redshift object tags for displacement/tessellation

Extra advanced feature mentioned:

  • Subsurface Scattering (SSS)
    • Described as fun, quick, and intuitive to tune in Redshift

16) Subsurface scattering (SSS) quick introduction

  • Use SSS setup where:
    • More back lighting improves visible scattering
  • Parameter tuning:
    • Adjust amount
    • Adjust radius/scale
  • Behavior:
    • Small values → scattering only in limited regions
    • Larger values → scattering spreads across more of the object

Sources / speakers featured

  • Speaker: Vincent Schwenk

Original video