Redshift has very good integration into XSI. Even a lot of the standard (non-redshift) shaders work. Not all of them, eg. the mix2colors node works but not the mix8colors node. However, you're not forced to use mental ray shaders. RS comes with a lot of replacements for them. Take a look at the documentation to RS and there is also the redshift forum.
Regarding volume shaders I meant that it's usually more complex to use volume shaders versus simple 2d glows by mental ray. But since RS is very fast it might not be the case. If you managed to learn MR, you should not have problems with RS. Some shaders are very similar to MR. You may need a few days to get comfortable with it, though. Render times will compensate it big times. From: [email protected] [mailto:[email protected]] On Behalf Of Nicole Beeckmans-Jacqmain Sent: Monday, July 10, 2017 7:07 PM To: Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list Subject: Re: Redshift_plugged_into_XSI okido I've done it with mental ray and many glows. do you mind if i can ask you for general information, if mental ray is not "built in" with Softimage, so that Learning how to aschieve effects with Redshift (you mentioned 'volume shaders') its a bit tricky,; like if one wanted to analyze the engine of the car when one want to cycle? at least at first glance it seemed 'overkill', because every shader that i used in my 2012 scenes, Redshift seemed not to understand them. (i don't know if that's the purpose of this List, but i'd find it personnaly interesting to know what advantages and changes in workflow between mental ray and Redshift, with Softimage? thank you N. 2017-07-05 17:33 GMT+02:00 Sven Constable <[email protected]>: just answering one of your many questions. The Glow property in XSI is mental ray only. To my knowledge there is no equivalent in redshift (a 2D glow). Redshift does "glows" in a physical way, meaning with volume shaders. That might be overkill just to have a simple glow on objects. Glows, sparkles etc are usually done in comp. Or Photoshop maybe, if it's a still rendering.
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