I don't. But there is the redshift forum. I don’t know what you are trying to do, but if you look for a replacement for the mental ray 2D glow shader, there is no equivalent in RS. Redshift does it more physical accurate (using lights). You can however use a mesh as the light source and get similar results with RS.
But you perhaps won't have the artistic and easy control of the halo. To get a look more like an "old fashioned" glow, you may not apply gamma correction. I did a quick test with a glow using an object. It uses a global volume shader in the environment stack of the pass, a light and a mesh. https://uploadfiles.io/5jghe Sven From: [email protected] [mailto:[email protected]] On Behalf Of Nicole Beeckmans-Jacqmain Sent: Friday, July 21, 2017 1:55 PM To: Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list Subject: Re: Redshift_plugged_into_XSI do you know by chance a good vimeo on pluralsight or others on a use of redshift's volume shaders? ty 2017-07-11 4:41 GMT+02:00 Sven Constable <[email protected]>: 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.
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