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File: Fumudifier_V01_02.jpg (441 KB, 1277x1280)
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Is getting into redshift worth it? will it ever make a good portion of the industry?

I'm sick of sitting through slow render times while testing.
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>>692957
Redshift houdini is great, but realtime seems more promising for most media. Its going to get faster with AI denoising, which is kinda bullshit, but its still a choice between 9 seconds per frame or 60 frames per second and I think vidya is going to take over more of the culture with tricks and hacks to get realtime looking good enough. The money is speed over quality so id put effort into Eevee, unreal, unity, whatever you like that is realtime, instead of redshift (especially now that maxon owns them).
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>>692967
Offline and real-time rendering are still very different beasts with different applications.. and we're nowhere near one rendering the other (pun intended) obsolete. It all depends on what OP's end goal is I guess...

>>692957
Most professional renderers have an IPR/active/real-time option now, so that speeds things up considerably. Redshift sure is a fast alternative, but others like Renderman, Vray, and Arnold all offer fast IPR visualization to support your work before it's time for final render.
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>>692968
what about iray
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Keep an eye out for Redshift RT, although from what I read, regarding its presentation at Siggraph, it's at an alpha stage. The guys at Redshift are working to make it (both core and RT) a Hydra delegate, which means you'll be able to use it in the viewport of your DCC application. Houdini 18 for example is coming with a Hydra-compatible viewport, and Maya is apparently going to have one soon, too.

Redshift (both core and RT) won't be the only production engines working with Hydra. Renderman already does, of course. V-Ray and Arnold delegates are also on the works. And Karma is showing everybody else the way: https://www.youtube.com/watch?v=emcT5qXdUsc The days of waiting for engine-dependent scene translation will soon be over.
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>>692980
I'm not familiar with it except for some situations in Substance Designer, sorry

>>692983
Interesting, thanks for sharing
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>>692983
wait, is Karma some sort of alternative to Katana?
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>>692996
It's the upcoming replacement for Mantra. Expected to have feature parity and, as seen in the presentation, be much faster.
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>>692968
>and we're nowhere near one rendering the other (pun intended) obsolete.
They're getting closer to each other. Realtime tries to up its realism by adopting CGI industry workflows and techniques (linear workflow, proper tonemapping, realistically modeled cameras and lights), and offline rendering adopts the optimization tricks used by realtime in order to get faster.
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>>693008
Oh yeah I definitely agree with that! But with demos of real path-tracing coming out just recently for real-time and considering the tech power it demands just for basic stuff (PBR hard-surface), I just don't buy that everything will be RT anything soon (as some people claim).

This being said, I'm glad both are borrowing the advantages and good practices of the other. The elements you cited are certainly welcome in both worlds.



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