
The GPU rendering engine at the center of this page. Redshift renders complex scenes in minutes and keeps data beyond VRAM out-of-core. It runs native in Cinema 4D and as a plugin across every other supported host.
3D rendering turns a 3D scene, including its geometry, materials, lights, and cameras, into a finished 2D image or animation frame. How that conversion works depends on the goal. Path tracing follows physical accuracy of rays of light. Other engines take faster approximations of light transport to hit production deadlines. Real-time preview in the viewport is a working tool on the way to a final render, not the render itself. Redshift is a GPU engine tuned for speed that still resolves photoreal light, and it scales to scenes larger than a single card's memory.
Benefits

A CPU queue can cost you a full day to find out the lighting was wrong. Redshift previews the look with progressive, interactive rendering while you work, then resolves the exact final frame on the GPU in minutes, so you catch problems while the idea is still fresh.
Say a hero asset runs past a GPU's memory fast, thanks to hundreds of millions of unique polygons and high-resolution textures. Redshift keeps geometry and textures out-of-core, past the limits of the card, and shares that memory across multiple GPUs. Texture data scales far beyond what a single card holds, effectively without a hard ceiling for production work. The model keeps full detail and the render still runs.


Switching engines between applications splits the work and the look. Redshift runs natively in Cinema 4D and as a plugin in the other hosts your team uses, and a Cinema 4D or Maxon One license carries the renderer into those third-party hosts on the same workstation. One engine carries the shot from first block-in to final frame.
Our Users
Capabilities
Redshift was built for the GPU from the start rather than adapted from a CPU engine, so the speed comes with production controls instead of in place of them. The adaptive sampler is a lever you tune per shot. Dial toward speed when a frame is filler, or toward accuracy when it carries the scene. A CPU mode is there when a job calls for it, and a real-time GPU mode handles previz and simpler projects.


Out-of-core is the real edge. Redshift keeps both geometry and textures beyond the GPU's memory and shares that memory across multiple cards rather than dropping to the smallest one. A scene with hundreds of millions of unique polygons and high-resolution textures renders with ease, without simplifying the model.
Redshift uses hardware acceleration wherever it finds it, so the renderer is not tied to a single GPU brand. It runs on every major GPU platform and on CPU, and it uses each platform's ray-tracing hardware where present.


Redshift ships energy-conserving PBR (physically based rendering) materials plus the effects that sell realism, from subsurface scattering to caustics and dispersion. Utility and imperfection shaders cover worn looks, and toon shaders handle fully stylized, non-photoreal work. Machine learning denoise cleans the result.
Integration
Redshift rarely stays in one application. It runs natively in Cinema 4D and as a plugin across the other hosts a pipeline touches, and one Cinema 4D or Maxon One license carries the renderer into those third-party hosts on the same workstation. The Houdini and Solaris integration goes deep: scatter thousands of objects and randomize shaders through attributes, then write a Redshift-ready USD asset you reuse for the life of the show. Host support and minimum versions stay current in the Redshift Compatibility Chart.

Our Solutions
Redshift is the engine, and the work around a render sits in a few Maxon tools that share one subscription. ZBrush sculpts the high-detail model. Cinema 4D builds and lights the scene. Redshift renders it on the GPU. Autograph and Red Giant finish the frame in post. Maxon One covers the whole set, so the render moves from first sculpt to final frame in one pipeline.

The GPU rendering engine at the center of this page. Redshift renders complex scenes in minutes and keeps data beyond VRAM out-of-core. It runs native in Cinema 4D and as a plugin across every other supported host.

Where you build and light most Redshift scenes. Cinema 4D includes Redshift with every subscription, and its MoGraph toolset drives the motion and scatter that fill complex frames. The scene you render starts here.

Where the high-detail model sculpting happens. ZBrush creates the dense geometry and fine surface detail, and the Redshift Bridge renders it with Redshift right inside ZBrush, so the sculpt feeds straight into the render. A natural jumping-off point for the ZBrush solution page.

Maxon's own compositor for finishing a Redshift render. It reads AOVs and cryptomatte and composites them in a USD-aware workflow. It is free for individual artists, so the frame stays in the Maxon toolset from render to final.

Red Giant finishes the rendered frame inside a third-party host. Redshift outputs AOVs and cryptomatte, and Red Giant grades the color and composites the passes in After Effects, Premiere Pro, or DaVinci Resolve. The render leaves Redshift and lands in post without a detour.

Maxon One is a comprehensive bundle that includes a subscription for Cinema 4D, Redshift, Red Giant, ZBrush, and all other Maxon 2D and 3D tools. It suits an artist or studio that wants everything under a single license.
Tutorials
Start with a guided pass. These three tutorials cover the range, from a host-agnostic introduction to the newest host families.

Ian Robinson

Jonathan Reeves

Case studies
Testimonials
How it works
A Redshift job runs a short arc from scene to delivery. The four steps below follow one real shot, a Houdini and Solaris scene, from import through the handoff to compositing.
Bring geometry into your host, native in Cinema 4D or through the Redshift plugin in another supported application. Redshift reads the host scene natively (cameras included), using the host camera's position, focal length, and aspect ratio, then layers its own render parameters on top. The scene arrives ready to light rather than rebuilt.
Assign materials and lights, and the interactive preview shows them resolve in near real time, so more time is spent on look-dev than render-and-wait cycles. On a Houdini and Solaris scene, this is where you lay out and scatter objects as well as drive shading and shader variation through per-object attribute data on your scatters.
Send the scene to a GPU render that is multi-GPU aware and streams out-of-core when the scene runs past VRAM. The dense hero frame renders without a proxy pass or a stripped-down model.
Write AOVs and cryptomatte for Nuke, After Effects, Autograph, DaVinci Resolve, or Red Giant, or save a Redshift-ready USD asset the rest of the show can reuse. The render leaves Redshift in the form the next department needs.
Yes, for most artists and smaller studios, particularly on complex scenes. A GPU runs the massively parallel math of ray tracing far faster than a CPU of similar cost. The honest caveat is scale. A large facility with a big CPU render farm can still outpace GPU at the extreme high end, though that is not where most work happens.
Yes. The out-of-core architecture keeps geometry and textures beyond the card's memory, so a scene with hundreds of millions of unique polygons and high-resolution textures renders without simplifying. Redshift also shares that memory across multiple GPUs rather than dropping to the smallest card. This misconception about GPU rendering is common , but out-of-core answers it.
No single GPU brand is required. Redshift runs on NVIDIA through CUDA and OptiX, on Apple Silicon through Metal, on AMD under Windows, and on CPU when needed. The renderer uses whatever hardware acceleration it finds rather than locking you to one vendor.
Yes. A Cinema 4D or Maxon One Redshift license is tied to the workstation, so the same seat runs Redshift natively in Cinema 4D and through the plugin in the third-party hosts on that machine. A team that moves between applications does not need to buy the engine twice.
You need 8 GB of VRAM as a minimum and 16 GB or more for comfortable production work. More VRAM keeps larger scenes resident on the card and renders fastest, while out-of-core handles the scenes that still overflow. Any of the supported GPU platforms will run it.
AI will not replace the frames that carry a project. AI works well for fast, low stakes work such as a background element or a quick camera move on a still, as well as hybrid shots. Hero and final frames still call for a real render, where AI struggles to hold everything visually consistent under art direction. The practical pattern is hybrid: render the hero in Redshift, fill the background with AI, then finish in compositing.

Redshift renders complex scenes in minutes and keeps data beyond VRAM, on the hardware and hosts you already have. ZBrush, Cinema 4D, Redshift, Autograph, and Red Giant come together in Maxon One, from first sculpt and block-in to the final graded frame. Try it on a real scene.
14-day free trial. No automatic charge. Cancel anytime.