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Redshift for Cinema 4d - Creating Hyper Realistic fabric Materials
This Bundle Includes:
Cinema 4D
3D for the Whole World
Cinema 4D is a professional 3D modeling, animation, simulation and rendering software solution. Its fast, powerful, flexible and stable toolset make 3D workflows more accessible and efficient for design, motion graphics, VFX, AR/MR/VR, game development and all types of visualization professionals. Cinema 4D produces stunning results, whether working on your own or in a team.
Redshift
Redshift is the world’s first fully GPU-accelerated, biased renderer. It is used in production by leading studios around the world because of its blazingly-fast GPU rendering – as much as 10 to 50 times faster than CPU rendering.
Redshift is not only the world's fastest renderer but also offers the most features and flexibility among all GPU renderers. Its rich feature set includes ray switches, flexible shading networks, motion blur, AOVs, deep output, layered EXR and much more. Unlike other GPU renderers, Redshift is a biased renderer that enables you to adjust the quality of individual techniques in order to get the best performance/quality balance for your production.
Render scenes with hundreds of millions of polygons and terabytes of textures. 10s of millions of triangles take up less than 1 GB of VRAM. And thanks to Redshift’s advanced out-of-core paging technology, your scenes can include a virtually unlimited number and size of bitmap textures without your system running out of memory or crashing.
Trial Edshift cinema 4d MAXON Cinema 4D + Redshift 14 Days Trial
You can now download Cinema 4D + Redshift for free and test it on your edshift cinema 4d computer with your own data before buying. It's a free download.
HW Specs
Recommended System Specification
Manufacturer's system requirements are generally the bare minimum that you need to run the software and insufficient for effective and productive operation of the product.
Our suggested "real world" mid-range desktop system key specifications to properly runCinema 4Dare as follows:
- CPU: Intel Core i7
- Memory: 32GB
- Graphics Card: NVIDIA QUADRO RTX4000
- Hard Drive: 1TB NVMe
- Operating System: Windows 10 Pro
Novedge, in partnership withHigh Speed Computing, can also provide the perfect hardware for your design needs,pre-installed with your software, at a very competitive price. Contact us to discuss custom-configured workstations and laptops.
Suggested Workstation
![]() | Gold 3D Workstation CPU: Intel Core i9 |
Maxon - Cinema 4D + Redshift
Description
Interested in subscribing to Cinema 4D + Redshift on a monthly basis?Get your monthly subscription at Maxon's official online store using this link.
Read more about Cinema 4D here and Redshift here.
Licensing
Maxon offers a few different licensing options:
Individual
- License for one named user
- Not eligible for conversion to Teams Account Dashboard
- Standard support
Teams
- Designed for teams of artists
- Centrally managed licenses in Teams Account Dashboard
- Teams support
- Named user model
- Designed for teams of artists
- Centrally managed licenses in Teams Account Dashboard
- Teams support
- Teams training
- Floating licenses can be deployed to a group of users
Software Specifications | |
Software type | 3D visualization |
License | |
Edition | Commercial |
License Type | New license |
License is delivered digitally, usually within 1-2 business days.
Please note that the right to return an item does not apply to digital deliveries or computer software where the serial number is delivered digitally. Even digital deliveries have a processing time as serial numbers and such must be verified.
Tags:Cinema 4D, Cinema4D, c4d, animation, 3d, rendering, motion graphics, character, texturing, edshift cinema 4d edshift cinema 4d subscription
learn. Redshift for Cinema 4D : V01
Over two fun projects learn. Redshift for Cinema 4D with Rich Nosworthy.
Master this inaugural Volume 01 then conquer Volume 02!
Volume 02 of Rich Nosworthy’s learn. Redshift for Cinema 4D series delves deep.
Get into more of the shading nodes, setting up multipass renders & lots more!
Enjoy!
Redshift is the world’s first fully GPU-accelerated, biased renderer, built to meet the specific demands of contemporary high-end production rendering. Tailored to support creative individuals and studios of every size, Redshift offers a suite of powerful features and integrates with industry standard CG applications and as all helloluxxers know, Cinema 4D is our CG application of choice!
Rich Nosworthy is well known edshift cinema 4d many as an authority on all things Redshift so it is with great delight that we now bring to you Volume 01 of learn. Redshift for Cinema 4D a premium suite of tutorials, exclusive to helloluxx.
learn. Redshift for Cinema 4D : V01 includes over 48 videos covering topics such as introducing the renderview, the redshift material, Sampling, GI, texture workflow, area lights, triplanar projection, motion blur, depth of field, hdri’s and much more, all in a very detailed format. V01 is split over two projects, with Rich setting up both for final render, along with tips, tricks and all you need to get started with this exciting render engine.
In the sample lesson below, Rich takes you through the process of creating a glossy wood texture in Redshift using Triplanar projection.
Training Summary
Learn Redshift with expert tuition
48 concise chapters
All C4D project files included
Learn lighting, materials & rendering
Understand PBR workflow
Bonus Substance Designer walkthroughs
Recommended requirements
Cinema 4D Release 19 and above
Redshift 2.5 and above
Aimed at beginner users in Redshift.
Some knowledge of Cinema 4D is required.
Chapter 01 : Introduction
↓Redshift Menus and Tags
Duration: 02 mins
Begin by looking through the redshift menus for where to find the redshift objects and tags.
Preferences
Duration: 02 mins
Take a quick look at where to set your preferences for things like the texture cache and GPU assignments.

Chapter 02 : The Renderview
↓Renderview Intro
Duration: 01 min
A quick intro to what the renderview is.
Renderview Basics
Duration: 06 mins
We take a look through the main renderview icons and controls.
Renderview Size & Scale
Duration: 03 mins
A look at the control for how to size the render within the viewer.
Renderview Navigation
Duration: 03 mins
How to navigate the render in the image, panning and scaling the image as well as flip and rotate options.
Renderview Display Options
Duration: 04 mins
We look at the display options including how to load in Lookup tables.
Renderview Undersampling
Duration: 01 min
Brief video explaining how to use undersampling.

Chapter 03 : RS Material
↓RS_Material Intro
Duration: 02 mins
Rich talks about the RS material, loading it into your shader scene and applying it.
Base Properties
Duration: 07 mins
In this section, go through the setup of the main base layers of the RS Material.
Multi SSS
Duration: 08 mins
Take a look at the Multi Scattering tab for subsurface scattering and what the controls do.
Coating & General
Duration: 03 mins
Look at the coating tab as well as a quick look through some of the other extra tabs.
Backlight Example
Duration: edshift cinema 4d min
An example showing how to use backlighting in a scene on a edshift cinema 4d poly object.

Chapter 04 : Block Ball Scene
↓Block Ball Scene Overview
Duration: 03 mins
An overview of the main project you will be working on, briefly explaining the setup.
Setting The Renderer
Duration: 03 mins
Select the renderer as well as a short look through the render setting tabs.
Area Lights
Duration: 11 mins
A look at the Redshift Area light and to set up our base scene lighting using these.
Basic GI Setup
Duration: 02 mins
A very quick video, showing the setup Rich uses for almost all his scene files, whether they are stills or animation.
GI Theory
Duration: 12 mins
To follow on from the previous video, talk in more detail about Brute Force GI, Irradiance Point Cloud, how they work and the settings we can adjust.
Base Plastic Material
Duration: 02 mins
Create your first shader for this scene, a simple plastic material.
ShaderGraph & Textures
Duration: 12 mins
We continue our plastic shader by taking a look at the Redshift Shadergraph, loading in textures, the RS ramp and connecting outputs directly to view the changes.
C4D Shader & Bump Map
Duration: 12 mins
Create your next material, looking at how you can use Cinema 4D’s own shaders within Redshift. We then look at the Bump map node and how to use Redshift’s noise to add in some subtle detail to our surface.
Concrete Shader
Duration: 07 mins
A look at loading in some textures created in Substance Designer to create your next concrete shader. You also look at how to load in normal maps with the bump map node.
Linear Workflow for Textures
Duration: 10 mins
An introduction to the idea of linear workflow, how this relates to your textures and why you may wish to sometimes override the gamma settings to force a texture to be read in as linear.
Triplanar
Duration: 06 mins
A short example showing Redshift’s triplanar node and all it’s settings.
Wood Shader
Duration: 16 mins
Continuing from this, use triplanar to setup your wood shader. Also take a look at creating a clear coat varnish effect over the top. Rich also introduces a quick look at how you can load assets from Substance Designer.
Texture Assignments
Duration: 05 mins
Take a moment to setup all the shaders you have created so far on our various objects in the scene.
Redshift Subdivision
Duration: 05 mins
Take your first look at Redshift’s tesselation as an alternative to using Cinema 4D’s Subdivision surface object. Also look at the wireframe node and how you can use this to preview the geometry.
Glass Shader
Duration: 02 mins
Using a preset this time, setup a quick glass shader with a little bit of dispersion.
LUTs & Adjustments
Duration: 04 mins
Load in a lookup table for preview, as well as a few scene fixes and also an overview of Redshifts asset manager.
Depth of Field Setup
Duration: 03 mins
A look at how to setup Depth of Field, aka Bokeh within the Redshift camera tag, as well as setting your focus distances.
Photographic Exposure
Duration: 06 mins
Continue your look at the Redshift camera tag with a look at exposure, tone mapping and the effect on your render.
Sampling Theory
Duration: 23 mins
The BIG one! Talk about the theory behind how Redshift samples it’s scene and how to balance your samples against the AA for setting the final renders.
Sampling Setup
Duration: 26 mins
After covering the theory, take a practical look at setting the sampling for your scene, based on the methods that Redshift recommend.
Alternative Approaches
Duration: 10 mins
Take a look at a sampling method that you can use to setup a final scene faster, at the expense of a slightly longer render time.
Rich’s Approach to Sampling
Duration: 12 mins
In this video, Rich explains the method he likes to use for sampling, which is essentially a mix of the two previous methods.
Applying Your LUT
Duration: 03 mins
Take your final render and look at applying the Look up table, in post, in both Black Magic Fusion and Adobe After Effects.

Chapter 05 : Shatter Sphere Logo
↓Project Overview
Duration: 02 mins
Look at your second project, a simple logo resolve from a shattered ball and how the scene is setup.
Scene Setup
Duration: 03 mins
In this video setup your lights, add some base shaders and setup your Bokeh.
Floor Material
Duration: 07 mins
Setup your floor shader, a glossy metal shader with some texture detail in the bump map and roughness.
Sphere Shader
Duration: 06 mins
Look at setting up your second metal material, this time using the IOR method of colour and edge tint.
Incandescent Shader
Duration: 05 mins
A closer look at Redshift’s incandescent shader as well as how you can apply textures to your light geometry.
Enable Motion Blur
Duration: 03 mins
Assign motion blur to your scene and talk about how to view it within the renderview.
Motion Blur Settings
Duration: 03 mins
Discuss how all the various settings for motion blur work with a secondary example scene setup.
Object Visibility
Duration: 04 mins
Add some extra reflection cards to your lighting setup as well as using Redshift’s object tag to hide the cards but keep reflections. Also look at how you can use exclusion to remove the cards from other objects in your scene.
Sampling
Duration: 15 mins
Continuing your knowledge of sampling, Rich walks through his approach for how he would setup his samples for render.
Redshift Curve Primitive
Duration: 06 mins
Adjusting your logo shader, take a look at Redshift’s curve primitive to render your logo as an outline. Also look at adjusting your sample filter.
Applying LUT
Duration: 05 mins
Time to look at the final render, applying the LUT and why it pays to check that your lookup table is actually suitable for the colourspace.
Alternative HDRI Setup
An intro course wouldn’t be complete without talking about HDRI setup! Rich takes you through a look at an alternate light setup using an HDRI and the options of Redshifts Domelight.
Chapter 06 : BONUS Substance Designer Walkthrough
↓Substance Concrete
Not a tutorial in substance but you do have a look through the concrete shader that Rich setup in Substance Designer. Next, a brief walkthrough of the different nodes and blends.
Substance Wood
Taking the same approach, look through the Substance Designer file that was created for the wood shader. The course includes the substance files for use in your own projects.

learn C4D Mograph Techniques Bundle
learn Cinema 4D mograph techniques with this collection of expert training.From:
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learn. Pro Lighting with Cinema 4D and Redshift
Follow along as Tim Clapham takes you on a journey through light & colour with Cinema 4D and Redshift View→
learn. Redshift for Cinema 4D : V02
Volume 2 of Rich Nosworthy’s learn. Redshift for Cinema 4D series delves deep into more of the shading nodes, setting up multipass renders & lots more! View→
Redshift Training Bundle
learn Redshift for Cinema 4D and save with this amazing bundle of training from leading industry professionals.From:
View→
←→
You are thinking about using Redshift on your 3D Projects or curious about using it in Cinema 4D, this is the article for you. We’ll introduce the Redshift render engine.

Redshift is a powerful GPU-accelerated renderer, built to meet the specific demands of contemporary high-end production rendering. Tailored to support creative individuals and studios of every size, Redshift offers a suite of powerful features and integrates with industry standard CG applications.
Broken down, Redshift is a biased GPU render engine that allows for different ways of calculating final rendered images. This allows artists to speed up their workflow through means of “cheating” for non-photorealistic work, or inversely, artists can choose to not “cheat” for more photorealistic results. Think of it as being able to use standard or physical renderers, on a GPU, to get the results suited best for your needs and time.

An artwork made with Redshift and C4D
- Fast rendering speed
As we all know, GPU rendering technology is much faster than CPU rendering. If you’re used to standard, physical or any CPU render engine, single frame can take minutes to render. GPU render engines destroy that by rendering frames in seconds. Redshift allowed us to maintain a consistent level of quality throughout all shots, while still achieving much faster render times than the year prior. Redshift truly helped keep this project on track, netbalancer activation code - Free Activators a higher overall quality.
- A biased engine.
Many render engines pride themselves on only focusing on getting unbiased results, or in another words, the most accurate and photorealistic render possible while Redshift is a biased engine which a little bit more flexible. Unbiased engines for things like Global Illumination, which while more accurate, take up more render time. You’ve probably seen this while messing around with GI in standard and physical.
Biased engines like Redshift let you choose to leave off things, like GI, so you can get your job done faster. Every second counts when you’re trying to meet a tight deadline.

- An interactive experience
There is no need to argue that the Interactive Preview Regions (IPR) available in 3rd party render solutions are fantastic. That theme stays true with Redshift. Redshift calls their IPR window, “RenderView”. Users can see a rendered scene in almost real time since Redshift takes advantage of GPUs for rendering. The IPR reflects changes to a scene in close real-time. Whether it is an object, texture or a light that has changed. It is mind blowing.
- A flexible engine
Redshift is flexible and available in way more than just Cinema4D. Redshift is not only available for Cinema4D but also for Maya, 3DSMax, Houdini, Katana, and more in the works. Just like Solid Angle, Redshift doesn’t charge you to use additional plugins either. Hop between any of your 3D applications without spending more on additional licenses. This brings you a lot of benefit and obviously saves your money.

As Redshift is the world’s fastest renderer, this 4K render finished in less than an hour with a single GeForce GTX 970 on a mid-tier computer — many times faster than traditional CPU rendering techniques - Source: redshift3d.com
- Render farm support
One of the problems over the past couple of years for artists using GPU render engines is the lack of render farm support. Either they weren’t there or render farms had to break EULAs to get them up and running. However, Redshift is changing that. Redshift is a huge supporter of production pipelines and workflows and from the beginning has allowed for render farm support. Despite all the great speed advances, GPUs can get bogged down by really big scenes and Redshift allows you to use render farms and get it back the same day. There is no need to spend too much money on dozens of hardware and pay warranty costs for them anymore.
- A render engine of the future
Although CPU render engines still have a place in this field, the speed increases that you get from using a GPU cannot be ignored. We can not deny the fact that a GPU is one of, if not the easiest part in a computer to upgrade. Instead of having to build a new PC every couple of years, GPUs allow you to keep that machine going for longer just by swapping old cards for newer models. Plus, if you need more power locally, pop open the side of your machine and stick in another GPU or more. That is the reason why GPU will be a technology trend in rendering.

Redshift’s ‘round corners’ node, as well as the advanced displacement tessellation, has made those digital-looking CAD models look way more organic - Source: redshift3d.com
Similar to all rendering software, Redshift has limitations that you should be aware of to consider. If you haven’t used Cinema4D for at least a year, you might want to consider sticking with standard and physics for a little longer. And with Redshift, that is having too many nodes. This can be a trait that many people don’t like about Redshift. Lots of artists just want to create and have a straightforward approach to their workflow and buttons can be daunting. That said, a lot of software is moving towards a node-based workflow because of its process and its release capabilities.
RedShiftRT
This week Maxon announced updates to nearly every application within the company’s Maxon One product offering. Cinema 4D R25 and Trapcode Suite 17 unveil significant new functionality, the VFX Suite 2 features the addition of the recently acquired Bang muzzle flare generator, edshift cinema 4d the introduction of RedShift RT.
We spoke to Paul Babb, Maxon CMO about RedShift RT. Maxon’s RedShift now has a new rendering mode that provides near real-time rendering performance while using the same shaders, lights, and efficiently co-existing with the standard RedShift render engine in the same DCC and scene. The company sees this as being ideal for artists to use during the development process of a project or even final render, if the project does not need the same amount of fidelity as standard RedShift. The new RedShift RT was first shown a year ago at SIGGRAPH 2020 and has only now entered public beta.
1. FXG: What has changed since the original announcement?
PB: RedShift RT now has greatly improved performance and a tighter integration of RedShift shaders and lights.
2. FXGUIDE: Given that RedShift is already fast, where is the trade-off in moving to real-time? Is it scene complexity? Image quality?
PB: The trade-off is indeed a bit of the accuracy/quality of the output. Also, it does lack some of the features currently only possible in Production RedShift.
3. FXGUIDE: What is the current preferred hardware level for operators?
PB: Ideally, the best graphics hardware for RedShift RT is the 3000 series NVIDIA GPUs, so a 3080 or better GPU. The reason is that those cards have a decent VRAM amount of at least 10GB, but most importantly, more RT cores which are heavily utilized by RedShift RT. Nothing older than the RTX generation GPUs should be used really, – as hardware acceleration is needed.

4. FXGUIDE: Where do you see this being mainly used? Motion Graphics? LookDev? Animatics?
PB: All the above, Emco msi package builder silent install - Crack Key For U Lookdev, Layout, Lighting, Motion Graphics, Product rendering, Archviz, and Animatics all stand to benefit from using RedShift RT.
5. FXGUIDE: Can you discuss RedShift materials and OSL in RedShift RT?
PB: RedShift RT supports most of the commonly used material nodes and shader nodes, including OSL, Custom User Data, and more.
6. FXGUIDE: Is RT running on Metal? I know there is AMD-based GPU’s support for Redshift Production.
PB: It does not currently run on AMD / METAL.

7. FXGUIDE: Does this RT version include things such as Motion Blur, Multiple GPU Support or Depth of field?
PB: Motion Blur does not yet work, but it is being worked on.
Currently, RedShift RT uses only a single GPU, the primary display GPU, but the team does plan on expanding this to support multiple GPUs at the same time.
Depth of Field is also not yet in RedShift RT, but again it is being worked on.
8. FXGUIDE: How do the Trace Depth Controls work?
PB: Trace Depth controls do work for GI, Reflection, Refraction, and Transparency.

9.FXGUIDE: Which DCC’s support RedShift RT?
PB: Every RedShift-capable DCC should be able to switch to RedShift RT mode in the render settings. Maya, 3ds Max, Cinema 4D, Blender, Houdini, and Katana.
10.FXGUIDE: And finally have there been any surprises from your point of view with RedShift RT?
PB: The major surprise in my opinion is just how close it looks visually to RedShift Production mode. They are very very similar which makes working with either mode a breeze. You can work in RT and know what your production render will look like because of how similar the two are and how they share the same nodes, lights etc.
