Video summary
Switching from Octane to Redshift - Rendering with C4D
Main summary
Key takeaways
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