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.
Enabling Intel Open Image Denoise
Learn how REDsdk can leverage Intel Open Image Denoise to remove sampling noise of a rendered image.
Turning on adaptive sampling![]() |