1. The bit about scattering got me thinking I’d like to see your take on a raspberry, with subsurface and maybe even hair shaders.

  2. Heya! I just started using redshift for some personal projects and have been using houdini professionally for a few years now. Saw your tutorial preview on social media and decided to become a new member. This was pretty helpful to explain the science that the shade is attempting to emulate, which is cool — but I was really interested in seeing how your achieved the flame look in your preview video. The glowy flame that seems to illuminate the smoke from the inside. The tutorial never seems to cover this part of the look. I was curious to see if you use a specific volume light, or if it is done with a post effect in some compositing tool. Would be really interested in this part of your volume rendering look. I’d love to see if you use any specific aovs or specific glow techniques at all too. I hope that you’ll consider sharing some tips for that.

    The other issue I’ve been having as a new redshift user is that volumes don’t seem to come out with any kind of alpha channel which makes it a pain to comp over a plate. None of the video tutorials online seem to address this at all, but I think would be very helpful in a redshift / houdini rendering tutorial. My workaround with my newbie knowledge of redshift is to render out a completely separate pass with the shader set completely to white, but there must be a better way. Would love to hear your thoughts on this too!

    Anyway big fan of the work you do here. Thanks as always!

    • Hi Mike,

      have a look at the download – both setups to render the intro are in there. No volume lights, just the emission being taken into account as part of the GI – no need for fakery here. Apart from that I did a bit of comping on them, but nothing too drastic, all adjustment layers.

      Cheers, Mo

    • Hi Mike,

      just checked – I didn’t find anything particular that you’d have to take care of for volume alpha to work – in the case of the provided scene files they should just render out fine. Please let me know if these files show any issues too.

      Cheers, Mo

      • Thanks for such a quick response Mo. I’ve been combing through the source files, and the values and settings you use in the shader and camera are really interesting to see so thank you for recommending I take a look at those. However, I’m still not able to even come close to replicating your final render look though, even using the source file. Is it possible you have a cool LUT or anything like that? I also noticed the film speed ISO setting on the camera in the source file seems to be the setting making the renders on my side strangely flat and dark. Is there something I’m missing that would offset this?

        I was also able to figure out my alpha issues were coming from the dome light I was using. So thanks again for helping me with that.

        • So I think I figured this out — newbie mistake as expected. I was using the renderview tab, which does respond to changes and sometimes accurately displays the final render, but does seem to do a particularly bad job of accurately showing changes to the photographic exposure and postfx tabs. Once I changed renderview to the rs shelf renderview this made a lot more sense. Thanks again for all your help. Learned a lot from this video.

  3. Entagma Pyro in Redshift! Just what I was looking for…

    Pyro seems quite tricky, balancing density etc in the sim, and in the viewport for feedback and then to render is quite a slog.

    Also struggling to get a similar look whilst following along. I found I got closer by turning the renderview color management to linear, mine defaults to srgb. Still wasn’t bang on though. I see you’re using H18 but which version of redshift please? I’m using H17.5.460 and RS 2.6.54. Maybe some defaults have changed.

    • Heyhey,

      I’m using RS3.0.18 in H18.0.416 – although that’s a pre-release of Redshift, I find it pretty interesting to see the newest developments.

      Cheers, Mo

  4. Would be great to have an update on this since Redshift has updated its volume rendering.


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