Rendering

Turning on adaptive sampling

This task shows how to switch between brute force ray-tracing and adaptive ray-tracing.

Enabling GI

This task demonstrates how to turn GI on or off.

Computing a view-dependent GI cache

This task explains how to compute a view-dependent GI cache.

Computing a view-dependent 360° GI cache

This task explains how to compute a view-dependent 360° GI cache suitable to render panoramas.

Computing a world GI cache

This task explains how to compute a world GI cache.

Saving and loading a GI cache

Learn how you can save and load GI caches to and from .red files.

Setting an external GI cache

This task shows how a pre-computed GI cache can be re-used for rendering.

A simple volumetric effect example

Code sample to add a box volumetric effect in a scene.

Mixing hardware and software rendering

Learn how to setup a hybrid rendering with two cameras, one rendered with the GPU, the other in software.

Setting up a HDR rendering pipeline

Learn how HDR can be turned on in REDsdk.

Setting up rendering layers

Learn how rendering layers can be specified to output a lot of informations from an image

Enabling tone mapping

Learn how tone mapping can be activated on a rendered camera

Interpolating GI for flickering-free animations

See how REDsdk can be used to interpolate GI over several frames of an animation to avoid flickering.