![]() Plugins making use of Redshift can still be debugged as any other plugin, but to see the final output of a plugin which generates for example a Redshift node material setup, the plugin must be compiled and loaded by a normal instance of the Cinema 4D application without a debugger attached. The anti-tampering mechanism then obfuscates the rendering output of Redshift as shown in Figure I. Redshift Renderer : Cinema 4D C++ SDK Redshift Renderer Table of Contents About Current Limitations Examples Set Render Engine to Redshift Render a Document with Redshift Create a Redshift Light Object Create a Redshift Material Demonstrates basic operations with the Redshift renderer in Cinema 4D. ![]() This mechanism triggers when a debugger, as for example provided by Visual Studio and XCode, is attached to Cinema 4D. Redshift has also an anti-tampering mechanism which ensures Redshift is being run with a valid license. They must be provided manually in third party code at the moment as demonstrated by the examples here. Currently missing from the public API are also the Redshift render engine ID and the Redshift node space ID for node materials. But the core features of Redshift can be accessed through the classic and Nodes API. In the current form of Redshift integration there are no Redshift specific frameworks yet exposed. With the integration come also architectural changes as for example the unification of camera and light types and a unified nodes model. ![]() ![]() While the render engine has already previously been available to Cinema 4D users, it was then a plugin and therefor not part of the public Cinema 4D SDK. With S26 the Redshift render engine has been integrated with Cinema 4D. Demonstrates basic operations with the Redshift renderer in Cinema 4D.
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