From the course: Redshift Render Essential Training
The interface
From the course: Redshift Render Essential Training
The interface
- [Instructor] The Redshift Render View is your portal into your render as it comes together. This window uses your GPUs to visualize your render in near real time as you progress through lighting, texturing, and setting your final render. Beyond visualization of your scene, the Render View provides additional features to view, check, and modify your scene. So here we have our Render View. It's fired up and going right now. So we're getting a preview of what's actually happening in our scene with all of our lighting and all of our materials. Going to undock this Render View so that we can see everything just a little bit cleaner. Now, there are quite a few other options here in the Render View other than just looking at the scene. Up here on the left-hand side, we can actually send this to do a final render. Clicking this button is going to take our render settings, apply them to our scene, and put out as close to a final render as we can possibly get right now. And then from here, we can actually check in on noise. We can also come over to our AOV selector, and we can check our multiple passes. So if we had a depth pass or a shadow pass or anything like that, we could check that by using this dropdown. The Start/Stop IPR button is the next stop. This just allows us to fire off our Progressive Mode or Bucket Mode previews. Right now, we are in Progressive Mode which is going to take the amount of passes that we have in our render settings. If I pull up our render settings, this progressive rendering passes right here, 128 is the amount of passes it's going to do to clean up this image. So this is not our final render setting at all. If we want to see something closer to our final render settings, we can use Bucket Mode which is over here next to our lock icon. And when we click that, we will get these buckets roving around the scene much like they would in a final render. Now, this is actually applying more of our final render settings to the scene, so we're getting a closer to final look happening in the Render View now. We can also come in and select which channel we want to view. So if we want to see just the red, the green, the blue, or alpha channels, we can select those in here. This helps if you're trying to dial in noisy regions or if you want to ensure that your alpha channel is correct. So all of these black areas right now will be transparent when we export this image. All the white values will be 100% opaque. Typically, I like to switch to the blue channel in order to check noise, especially in the lighting because the blue channel has a tendency to show that noise much easier than the other two. We have the next button which is Show Output Before Denoising. So if I enable denoising in my render settings, I'll just use the Optix engine for right now and then switch this back to my RGB. If I zoom in here, you'll see that we're getting a pretty nice even image. There's not a ton of noise left in here. But if I wanted to view the original image or just the beauty pass, I can select this Show Output Before Denoising, and now I'm getting it before the Optix engine does its pass on this image. And you can see we have quite a bit o' noise in here, but I can come to my AOV selector and select the beauty pass in order to see what it looks like after denoising. I can also set up an Interactive Render Region right here, and this works the same way that Cinema 4D's built in Windows. I can resize and move this region around, and it will only render what's in this box right here. There is a camera selector where I can come in and select the camera and then use the lock icon to lock that camera. This allows me to move around in my scene, adjust lighting or move animations around, things like that, while the Render View is still going, locked onto that camera. We have a few options to speed up our Render View that we'll talk about in another lesson. But the Freeze Tessellation and Freeze Geometry, these just freeze any kind of geometry updates that happen in your scene. So whatever you're looking at right now is what you're going to continue seeing after we click on these Freeze Tessellation and Geometry buttons. The next option is the Render Mode. Currently, we are in Regular Render Mode. We can switch to Clay Mode which helps when adjusting lighting and trying to dial in sampling for lighting. We can also switch to Samples Mode which actually shows what our samples are doing in the scene. The darker values means that we are shooting less samples at that particular area. The lighter values mean that we're using all of the samples available to us for that particular area. We have Click to Focus, Select Object, and Select Material. Now, by using these, I can come in, make sure that my depth of field is enabled, and then I can select my focus by using the Click to Focus. So if I want to focus on this back block over here, I just click in there, and now my camera will refocus on that block, as you can see, and now my robot is out of focus. Now, once I select this, it stays selected until I deselect it. So I can click around here as much as I want, wait for it to update to see where I want my focus. The Select Object and Select Material buttons do just what they say. I can come in and select an object based on where my pointer is in the scene. And now if I come to my Object View, you can see that I've selected a particular toy piece back here in the background. Same with the materials. By selecting something, I will come down and be able to see what material I'm selecting. We have the ability to take snapshots and compare them over here. This brings up my Snapshot window where all my snapshots are stored, and then I can add one by selecting the plus icon. I can even send this snapshot to the Picture Viewer in Cinema 4D which helps if I want to compare or look at the different layer passes that I have in my multi-pass workflow. We can also copy the frame buffer in order to paste this image out to something else for sharing with a client. Lastly, we have Scaling. All of the scaling options are over here, and these will just help you speed up your Render View workflow. By doing the original size, we're getting the full image. So this is actually rendering out at the full resolution based on what is in my render settings. We have Fixed Scaling which is just a way of adjusting the resolution and still being able to zoom in and out on the image itself. So right now, I'm at 200% zoom and 50% of the resolution that I originally had. We have Fit to Window which just fits it to window, and then when I resize, it will auto-fit. And Fill Window just keeps the window filled no matter what I do. Redshift also has a few different options up here in the View area and the Preferences area. The View area lets us come in and adjust settings or even see additional details such as the status. Now, this Status area down at the bottom shows us which material it's working on at the time and how far it's progressed in rendering. We can also add our render info in which just tells us what frame we're on, the dates, the time, and how long that frame took to render. And then in the Preferences section, we can come in and actually add shortcuts to this particular Render View. We can adjust however we want to interact with this Render View, so it's very wide open as far as customization is concerned. In addition to the Redshift Render View, now with Cinema 4D S26 and Redshift 3.5, we also have an improved viewport renderer. If we come down to our viewport and go to the Redshift menu, we can start the IPR directly in here, and you'll see that it automatically renders our scene in the viewport itself without having to have a separate window open. This is really great if you have smaller amounts of screen space and you really need to save the other space for other managers and panels. Within this viewport IPR, we also have a few of the options that we do in the Render View. So I can refresh everything here. I can use Redshift RT which is still in beta, and I don't suggest trying that out just yet. There's still some bugs to fix with that. We can view our AOV. So I can view my alpha, can view my beauty, noise. I can view my depth map if I switch to Bucket Mode. Now we're seeing our depth map in the viewport which is really cool. I can also just go and switch this back to beauty, and we can look through Clay Mode to see what our lighting looks like or to see what our noise looks like. We still have the Freeze Tessellation and Freeze Geometry options here as well. And then we also have the Take Snapshot option. And what this is going to do is take a snapshot and immediately send it to our Picture Viewer so we can compare and contrast different snapshots directly in here. We have some options here as well. So Undersampling is going to allow us, if we set this to something like four, it's going to allow us to move around the scene much faster. So now I can move in near real time, and yes, it is quite pixelated, but the key thing to remember here is that this is Progressive Mode so it cleans up really fast, and I'm still able to navigate while this is rendering. So if we want to get in really close on the Gummies decal, say something like right there, I can give my camera to generally see where the outlines are and then allow it to refine its pass a little bit until I can see an image. And we have different levels of this undersampling. This goes for the Render View as well. So if I want to go with something like two, it's going to be a little bit less pixelated but also a little bit slower to respond. We can adjust the scale in here. So if we do 75% scale, this is basically just increasing the resolution of the render itself. And then we can do Mix Rendering and PostFX as well. And I do not want to add PostFX in this because I do not have any applied in my render settings, so that's totally fine. But you will be able to see Bloom and Flare and Boca all within this viewport IPR as well if you enable those PostFX settings. So, as you can see, the Redshift Render View allows you to quickly view and refine your scene without having to export a final render first. The tools within the Render View window will help you work a lot faster and get the look you want dialed before it's time to export.
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