GPU渲染器Redshift for C4D/Houdini/Maya/3DS MAX V2.6.41下载

Redshift是世界上第一个完全基于GPU加速的有偏差渲染器。渲染速度提升百倍!

主要特性:

  • Redshift的渲染质量完全可以满足电影级品质的需要,他是完全基于CUDA通用计算平台的物理渲染器,可以实现跟Arnold MentalRay Vray一样的渲染品质。
  • Redshift可以渲染效果图,他使用跟Vray非常相似的光子缓存计算方式快速渲染出大分辨率的单帧和动态图像,熟悉Vray的用户可以迅速切换到Redshift渲染。
  • 我们完成过9300 X 3200 的4D电影动画渲染工作,单帧渲染19000X19000的图片都没有问题。
  • 支持Deadline和批处理渲染,可以组建渲染农场。但是因为速度非常快所以几套Redshift就可以实现过去几百台机器的渲染速度。

Redshift V2.6.41 for Maya更新内容:

  • [Maya] Improved performance of IPR mode
  • [Maya] Improved performance when rendering objects with motion blur
  • [Maya] Fixed an issue where post effects should be applied outside of the Region Render area
  • [Maya] Fixed an issue where Batch Rendering resolution wouldn’t match render layer override resolution
  • [Maya] Fixed multiple issues with high dpi scaling
  • [Maya] Fixed an issue where the Per Particle Reference attribute would cause a crash if the Particle object was empty
  • [Maya] Fixed an issue where instancer objects could significantly slow down IPR mode with motion blur disabled
  • [Maya] Fixed bug with file output of utility buffers for Altus 1-pass

  • Fixed bug introduced in 2.6.28 that forced global volume height fog to appear fully fogged when looking at the environment through the fog plane

  • Added ‘Spread’ option to Portal lights
  • Fixed bug introduced in 2.6.39 that could cause a crash when exporting embedded volumes in proxies
  • Fixed bug where tessellation would produce wrong results on meshes using more than 2 deformation steps

Redshift V2.6.41 for 3DsMax更新内容:

  • [Max] Fixed bug introduced in 2.6.39 where modifying lights during IPR could cause incorrect renders or crash
  • [Max] Fixed bug where block indicators on 3ds Max buffers can spill outside region being rendered
  • [Max] Fixed bug that could cause IPR to update endlessly when rendering with animated camera and motion blur
  • [Max] Fixed bug that could cause IPR to update when moving the mouse over the viewport in scenes with instanced target lights
  • [Max] Fixed bug where IPR would restart a completed render after rendering a shaderball for material not used in the scene
  • [Max] Fixed bug that excluded right and bottom edges of a region when rendering with Render View region box
  • [Max] Fixed bug where displacement shaders were not applied when inside a shader graph rooted at RS Ray Switch Material or RS Store Color To AOV
  • [Max] Fixed issue that could raise an exception in Forest Pack 5.4 with older versions of 3ds Max when scattering volume grids
  • [Max] Fixed issue where choosing a new IES light profile did not start in the directory containing the current profile
  • [Max] Fixed errors displaying viewport guides and shading preview for spot lights
  • [Max] Improved UI responsiveness in Material Editor while rendering shaderballs
  • [Max] Added Proxy Export option “Transform Pivot to Origin”, available when exporting a single item
  • [Max] Added output directory shortcut buttons to Proxy Export dialog
  • [Max] Potential fix for degraded viewport performance on scenes with instanced target lights
  • [Max] Updated bundled scene converter script to version 0.29
  • [Max] Added plugin options rollout (Render Setup > System > Local Plugin Options) for settings that persist across 3ds Max sessions:
  • [Max] Added plugin option to adjust Render View UI for high DPI displays
  • [Max] Added plugin option to restore previous Render View window position
  • [Max] Added plugin option to compensate for borderless windows when fitting Render View to a display (Windows 10)
  • [Max] Volume grids scattered by Forest Pack now show correct bounding boxes in the viewport
  • [Max] Added log messages to assist with finding spurious IPR refreshes
  • [Max] Fixed bug with file output of utility buffers for Altus 1-pass
  • Fixed bug introduced in 2.6.28 that forced global volume height fog to appear fully fogged when looking at the environment through the fog plane
  • Added ‘Spread’ option to Portal lights
  • Fixed bug introduced in 2.6.39 that could cause a crash when exporting embedded volumes in proxies
  • Fixed bug where tessellation would produce wrong results on meshes using more than 2 deformation steps

破解步骤说明:

1) 运行redshift_v2.6.41.exe安装Redshift,安装过程中会列出检测到已安装3D软件的版本,根据需求打勾选择版本后下一步,在左下角框内输入yes后点击install,走完进度条后会提示推荐修改TDR延迟到8秒,保持不变点击next,完成安装。如果不慎点掉打勾导致TDR未修改,或者想知道修改TDR的原因,请查看Substance Painter帮助文档中的https://docs.substance3d.com/spdoc/gpu-drivers-crash-with-long-computations-128745489.html详细步骤进行修改。

2) 根据对应3D软件,进入到max或maya目录中,双击license.reg导入注册表,弹出对话框选是。

3) 将Crk文件夹里的文件覆盖到C:\ProgramData\Redshift\bin。

4) 启动3D软件加载Redshift插件,当弹出需要填写name和password的窗口时,输入Password.txt文本中的名称:TPF和密码:B331AFAE-8407BF9F-63DC76C1-116A957C。

5) 破解完成!

——by CGUNC wiendy

下载地址:

百度网盘下载 密码:7hjg

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