From the course: Redshift Render Essential Training

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Render time subdivisions

Render time subdivisions

- [Presenter] In order to get highly detailed scenes. Sometimes it's necessary to have a very dense geometry. This has a tendency to slow down the interactivity within your cinema 4D viewport and can use up all of your VRAM once you send it to render. Redshift gives you options within the object tag to alleviate this issue by subdividing the geometry and displacing it at render time only, therefore cutting down on the amount of scene geometry that you have and releasing some VRAM from being used. In order to get to this, we will apply a new redshift object tag to our gummy worm here. And we'll go down to the geometry section. If I click on override this is going to enable tessellation and displacement for me. So from here, I can click enable tessellation. Now what tessellation is, is the exact same thing as a subdivision surface object within cinema 4D. By applying this tessellation to my gummy worm I am…

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