A) QUICK START
What is Redshift caching?
When you render, Redshift converts your textures (JPG, PNG, EXG) into optimized .tx files and stores them in a folder on your computer. This “texture cache” keeps these converted files so your second render starts faster than your first.
There are two workflows for managing the Redshift texture cache:
Workflow 1 - Default (automatic) - Redshift handles everything
You add textures to materials like normal
Redshift converts them in the background
Works immediately, no setup needed
Recommended if you're learning or working solo
Workflow 2 - Manual Conversion - You control the .tx file creation
You convert textures yourself using a separate tool
Gives you control over where files are stored
Preferred for render farms or team workflows
See “Manual .tx File Pre-Conversion” section below
Common settings you might want to adjust:
-
Cache folder location - Move it to a faster drive if your system drive is slow
In Cinema 4D you can find the cache location here:
Step 1 - Go to the preferences panel:
Inside the preferences panel, you will find the cache folder location inside the Renderer → Redshift tab. This section will contain the Cache folder path option (inside the CACHE section)
Texture Cache Max GB (0=unlimited) - Defaults to 32GB. This cache size limit automatically cleans up old project files (You will find this just below the cache folder location in the same section in the screenshot above).
-
“Copy Pre-Converted Textures to Cache Folder” checkbox (in Render Settings → Sampling tab) - This is for advanced users who want manual control over texture caching (explained in the workflows section below)
B) THE BASICS
A detailed overview explaining what the Redshift cache feature does
The core concept: Redshift never renders your JPG, PNG, or EXR files directly. It always converts them to .tx format first. The .tx format is optimized for GPU rendering and allows Redshift to stream large textures efficiently without running out of memory.
The cache system stores these .tx files so Redshift doesn't have to reconvert the same texture every time you render. On your first render: conversion happens. Every render after: uses the stored .tx file.
Workflow 1 - Default (automatic) - Redshift handles everything
Every time you render, this sequence happens:
Redshift sees texture assignment - Your material points to brick_wall.jpg
Checks cache folder - “Do I already have brick_wall.tx stored?”\
-
Decision point:
If .tx exists in cache → Uses it immediately
If .tx doesn't exist → Converts brick_wall.jpg to brick_wall.tx and saves to the cache folder
Renders using .tx file - The GPU only ever sees the .tx version
Important: The original JPG/PNG/EXR files are never touched or modified. Redshift reads them, creates a separate .tx file, and always renders from that.
More insights on choosing between automatic and manual workflows
Automatic (default workflow):
Redshift manages everything - you just assign textures normally
Conversions happen automatically during render preparation
tx files are stored in Redshift's cache folder
Cache automatically cleans up old files when it reaches size limit
When to use automatic:
You're learning Redshift
Working solo on your own machine
Textures change frequently during look development
You want the simplest possible setup
Manual (advanced workflow):
You convert textures to .tx yourself using TextureProcessor tool
You decide where .tx files are stored (typically next to source textures)
You control exactly when conversion happens
You turn off automatic cache copying
When to use manual:
Working on a render farm (need identical .tx files on all machines)
Team environment (everyone shares the same .tx files)
Very large projects (want precise control over storage locations)
Network rendering (want .tx files on fast shared storage)
The key difference: Automatic is "set and forget.” Manual is “I need precise control over where and when conversions happen.”
Workflow 2 - Manual Conversion - You control the .tx file creation
Using this method is a two-step procedure. Step 1 - you manually convert your textures to .tx files. Step 2 - You tell Redshift to use your own .tx files instead of automatically pre-converting them at render time.
When using this manual workflow, instead of letting Redshift convert textures automatically during render time, you convert them yourself ahead of time using a tool called TextureProcessor. You decide where these .tx files live and when they get created.
When to Use This Workflow:
Multiple machines need identical .tx files (render farms), Your team shares texture libraries, You want textures on a specific fast drive, You need to control conversion settings precisely
Step 1: Convert Your Textures
Find the TextureProcessor tool:
(We also explain more about it here in the official documentation):
https://help.maxon.net/r3d/cinema/en-us/#html/Texture+Processor+Tool.html?TocPath=Texture%2520Topics%257C_____2
Windows: C:\ProgramData\redshift\bin\redshiftTextureProcessor.exe
macOS: /Applications/redshift/bin/redshiftTextureProcessor
Linux: /usr/redshift/bin/redshiftTextureProcessorOpen your command line:
Windows: Shift + right-click inside your texture folder → “Open PowerShell window here”
macOS/Linux: Open Terminal and navigate to your texture folder-
Convert all textures in the folder:
redshiftTextureProcessor.exe *.jpg
This converts every ( * ) .jpg file in the folder. The .tx files will appear right next to your original textures.
Important: Specify color space correctly
For color textures (diffuse, albedo):
redshiftTextureProcessor.exe *.jpg -cs "sRGB"
For data textures (bump, normal, roughness):
redshiftTextureProcessor.exe *.jpg -cs "Linear"
After doing all of this:brick_wall.jpg becomes brick_wall.tx (same folder)
metal_rough.png becomes metal_rough.tx (same folder)
Original files stay untouched
Step 2: Tell Redshift to Use Your .tx Files
There are two ways to tell Redshift to use your own .tx files.
Option A: Keep your .jpg paths in materials, but disable copying
Keep your materials pointing to .jpg files as normal
Go to Render Settings → Sampling → Texture Sampling
Turn OFF “Copy Pre-Converted Textures to Cache Folder”
What happens when you do this?
Material says: “use brick_wall.jpg”
Redshift looks next to brick_wall.jpg
Finds brick_wall.tx already there
Uses brick_wall.tx directly (no copying, no converting)
Option B: Point materials directly to .tx files
Change your material texture paths from .jpg to .tx
Example: Change D:\Textures\brick_wall.jpg to D:\Textures\brick_wall.tx
What happens when you do this?
Material says: “use brick_wall.tx”
Redshift uses that .tx file directly
(Optional) Step 3: Verify It's Working
Check the log file when rendering:
You should see something like:
Texture: brick_wall.tx (using existing file)
NOT:
Texture: brick_wall.jpg (converting to cache...)
If Redshift is still ‘converting’:
Check “Copy Pre-Converted Textures to Cache Folder” is OFF
Verify .tx files are in the same folder as source textures
Check .tx filenames exactly match source names
Where to Store Your .tx Files
For solo work:
Store .tx files next to source textures:
D:\Project\Textures\ brick_wall.jpg brick_wall.tx metal_plate.jpg metal_plate.tx
For render farms:
Store .tx files on shared network drive:
Z:\SharedTextures\ brick_wall.jpg brick_wall.tx
All render nodes access the same .tx files. Turn OFF “Copy Pre-Converted Textures to Cache Folder” on all machines.
Additional option: For teams with fast local drives:
Each artist stores .tx files locally:
D:\TextureLibrary\ brick_wall.jpg brick_wall.tx
Everyone pre-converts textures once. Copy setting can stay ON or OFF depending on your setup.
Common Mistakes & How to Avoid Them
Mistake: Wrong color space during conversion
Problem: Roughness map converted with sRGB looks washed out
Fix: Always use -cs “Linear” for bump, normal, roughness, metalness mapsMistake: .tx filename doesn't match source
Problem: You have brick_wall.jpg but created brick_wall_diffuse.tx
Fix: .tx must have exact same base name as source fileMistake: .tx files in cache folder, not project folder
Problem: You manually put .tx files in C:\Users\...\Redshift\Cache\
Fix: Never put your .tx files in the cache folder. Keep them with your project textures.Mistake: Forgot to turn off copying
Problem: Redshift copies your .tx files to cache anyway (wasting time)
Fix: Turn OFF “Copy Pre-Converted Textures to Cache Folder” when using manual workflow
Quick Comparison: Auto vs Manual
Question |
Automatic |
Manual |
|---|---|---|
Who converts textures? |
Redshift (during render) |
You (before render) |
Where are .tx files? |
Cache folder |
Your project folder |
When to use? |
Solo work, learning |
Teams, farms, control |
Setup time |
Zero |
Approx 5 minutes |
Control level |
None |
Complete |
In short, regarding the manual workflow: Once you've converted your textures and disabled cache copying, you're done. Redshift can use your .tx files directly.
If you need to update a texture:
Update the source .jpg file
Re-run TextureProcessor on that file
New .tx file replaces old one
Next render uses updated version
C) REFERENCE: Understanding the cache settings/Parameters
Main parameters:
Cache Folder Path (Edit → Preferences → Redshift → Cache)
What it is: The folder where Redshift stores converted .tx files
Default location: C:\Users\[YourName]\AppData\Local\Redshift\Cache
Why change it: Move to faster SSD, or to drive with more space
Important: Environment variable REDSHIFT_CACHEPATH overrides this setting if it exists on your system If your cache folder appears greyed out or isn't being used, see Section D1 - Troubleshooting Environment Variables.
Texture Cache Max GB (Edit → Preferences → Redshift → Cache)
What it is: Maximum total size of the cache folder
Default: 32 GB
How it works: When cache exceeds this size, Redshift automatically deletes oldest unused .tx files from previous projects
Important: Your current scene is never limited - if you need 50GB of textures right now, Redshift caches all 50GB. The limit only triggers cleanup of old project files.
Set to 0: Unlimited size (no automatic cleanup)
“Copy Pre-Converted Textures to Cache Folder” (Render Settings → Sampling tab)
What it is: Controls what happens when Redshift finds a .tx file you already created manually
Default: ON (enabled)When ON: If Redshift finds mytexture.tx next to mytexture.jpg, it copies that .tx into the cache folder and renders from the cache copy
When OFF: If Redshift finds mytexture.tx next to mytexture.jpg, it uses it directly from that location (no copying)
Why it exists: Assumes cache folder is faster than source location (e.g., cache on SSD, textures on network drive)
Turn it OFF when: You're manually managing .tx files on storage that's as fast as (or faster than) your cache location
Common Workflows: Settings in Context:
Bases on what we know now, let’s take a look at a few contexts/workflows and how these settings relate.
Scenario 1: Default automatic workflow
Cache folder: Default location
Cache size: 32 GB
Copy setting: ON (default)
Result: Redshift auto-converts everything, stores in cache, cleans up automatically
Scenario 2: Manual workflow with local storage
Cache folder: Not relevant (not used)
Cache size: Not relevant (not used)
Copy setting: OFF
Your .tx files: Stored next to source textures in project folder
Result: Redshift uses your .tx files directly from project folder, never touches cache
Scenario 3: Manual workflow with cache copying
Cache folder: Fast SSD
Cache size: 64 GB (larger for active projects)
Copy setting: ON
Your .tx files: Pre-converted, stored on network drive
Result: Redshift copies your .tx files from network to fast local cache, renders from cache
D) TROUBLESHOOTING & ADVANCED ISSUES
Quick Troubleshooting Checklist
- Texture looks washed out/dark/wrong: → Same .jpg used with different color spaces? (see D2 below) → Wrong color space in TextureProcessor? (D5)
- Texture is black/missing: → Material points to deleted .tx file? (D2)
- Render shows old texture: → Delete .tx from cache (D2)
- Cache folder ignored: → Check for environment variable (D1)
- macOS cache error: → Delete redshift folder, restart (D1)
- Farm renders inconsistent: → Same-named .tx files in different folders? (D3) → Network sync issues? (D3)
This section below covers problems you might encounter and how to fix them. If something's not working as expected, start here.
D1 - Cache Settings Not Working
Cache folder location is ignored
The problem: You changed the cache folder in preferences, but Redshift ignores it and uses a different location.
Why: An environment variable called REDSHIFT_CACHEPATH is set on your computer. Environment variables override Cinema 4D's settings.
The fix: Remove or change the REDSHIFT_CACHEPATH environment variable on your system, then restart Cinema 4D.
Check your Redshift log to verify the correct cache path is being used: https://support.maxon.net/hc/en-us/articles/6772618851485-Step-by-Step-Finding-Your-Redshift-Log-File
“Failed to create cache path” (macOS)
The problem: macOS says Redshift can't create the cache folder.
The fix:
Check if you have write permissions on
/Users/[username]/Library/Application Support/Redshift/If that doesn't work: Quit C4D, delete the entire
/Users/[username]/redshift/folder, restart C4DRedshift recreates the folder automatically
Warning: Deleting the folder clears your cache. First render after will be slower.
D2 - Texture Looks Wrong
Same texture file used twice looks different
The problem: You use wood.jpg for both diffuse (sRGB) and bump (Linear). One looks correct, the other is washed out or wrong.
Why: Redshift creates one .tx file per source image. The first use determines the color space baked into the .tx file. When you reuse that same .jpg with a different color space, Redshift uses the already-created .tx with the wrong color space.
The fix: Duplicate and rename: wood.jpg → wood_bump.jpg Delete the old .tx from cache, render again.
Prevention: Always use unique names: wood_diffuse.jpg, wood_bump.jpg, wood_roughness.jpg
Texture is black/missing
The problem: Material points directly to brick.tx, but that file was deleted or moved. Redshift won't fall back to the .jpg.
The fix: Option 1: Change material to point back to brick.jpg Option 2: Recreate the .tx file using TextureProcessor
Updated .jpg but render shows old version
The problem: You edited fabric.jpg, but renders still show the old version.
Why: The old fabric.tx is still in the cache. Redshift doesn't detect the .jpg was updated.
The fix: Delete fabric.tx from your cache folder, render again. Redshift will reconvert from the updated .jpg.
Pre-converted texture has wrong color space
The problem: You used TextureProcessor with the wrong -cs flag. Roughness looks washed out, or diffuse looks too dark.
The fix: Delete the wrong .tx file and reconvert:
Color textures (sRGB):
redshiftTextureProcessor.exe wood_diffuse.jpg -cs "sRGB"
Data textures (Linear):
redshiftTextureProcessor.exe wood_roughness.jpg -cs "Linear" redshiftTextureProcessor.exe wood_bump.jpg -cs "Linear"
Rule: If it looks like a picture → sRGB. If it's data/numbers → Linear.
D3 - Render Farm Issues
Same texture name, different folders, wrong results
The problem: You have metal.tx in two folders with different settings. Works locally, but farm renders look wrong.
Why: Scene path remapping on the farm loads the wrong metal.tx.
The fix: Use unique names: metal_color.tx, metal_bump.tx, metal_roughness.tx
Flickering or corrupt textures on farm
The problem: Your .tx files are stored on a shared network drive (like Z:\Assets\Textures\). A render node starts rendering before the .tx file finishes copying or syncing to that network location. The render node reads incomplete or corrupt data, causing flickering textures or material glitches across frames.
The fix:
Basic manual check (small projects): Before submitting to farm, navigate to your shared .tx folder and:
Right-click on .tx files → Properties (Windows) or Get Info (macOS)
Check file size is not 0 bytes
Try opening the file in a text editor - if it opens instantly without errors, it's not locked
For larger projects/teams: This requires pipeline-level coordination. Work with your render farm administrator or technical director to ensure .tx files are fully synced before render submission begins. Most render management software can validate file sync as part of pre-flight checks.
D4 - Cleaning the Cache
When to clean:
✅ Low on disk space ✅ Corrupt renders from bad cached .tx files ✅ Force Redshift to rebuild .tx from updated .jpg files ✅ After GPU hardware upgrade
When NOT to clean:
❌ Right before a deadline (first render after will be slow) ❌ While rendering (can crash) ❌ If custom .tx files might be in the cache folder
How to clean safely:
Check cache folder for any custom .tx files you saved there (move them out first)
Close Cinema 4D
Delete everything inside cache folder (not the folder itself)
Restart C4D
First render will be slower (reconverting textures)
Cache folder locations:
Windows:
C:\Users\[YourName]\AppData\Local\Redshift\Cache\macOS:
/Users/[username]/Library/Application Support/Redshift/TextureCache/Linux:
~/.redshift/cache/
D5 - TextureProcessor Mistakes
Wrong color space
Problem: Converted with -cs "sRGB" when it should be Linear (or vice versa) Fix: Delete .tx, reconvert with correct flag
Filename doesn't match
Problem: brick_wall.jpg but you created brick_wall_diffuse.tx Fix: .tx filename must exactly match the source: brick_wall.jpg → brick_wall.tx
Saved .tx in cache folder
Problem: You manually put .tx files in C:\Users\...\Redshift\Cache\ Fix: Move them to your project texture folder immediately. Cache is for Redshift's automatic management only.
Batch converted without specifying color space
Problem: Ran *.jpg without -cs flag, now bump/roughness maps look wrong Fix: Separate conversions:
Color textures:
*_diffuse.jpg -cs "sRGB"Data textures:
*_roughness.jpg -cs "Linear"
Naming conflicts with different file extensions
Problem: You have brick.jpg and brick.exr in the same folder. TextureProcessor runs, but one texture looks wrong or missing.
Why it's wrong: Both brick.jpg and brick.exr create brick.tx. When TextureProcessor converts both, the second one overwrites the first. Redshift can't tell which .tx belongs to which source file.
Example of the problem:
D:\Textures\ brick_color.jpg → creates brick.tx brick_displacement.exr → also creates brick.tx (overwrites the first one!)
Now your material points to brick_color.jpg, but Redshift finds brick.tx which actually came from brick_displacement.exr. Wrong texture loads.
The fix: Use unique base names for all textures, regardless of extension:
Good (unique names):
D:\Textures\ brick_color.jpg → creates brick_color.tx brick_displacement.exr → creates brick_displacement.tx
Bad (conflicting names):
D:\Textures\ brick.jpg → creates brick.tx brick.exr → also creates brick.tx ❌
D6 - Performance Issues
First render is very slow
The problem: Your first render takes significantly longer than expected - sometimes minutes just to start rendering.
Why: Redshift is converting all your textures to .tx format in the background. This conversion happens during the “Preparing Scene” phase before actual rendering begins. Depending on how many textures you have and their resolution, this can take considerable time.
What you'll see:
Long “Preparing Scene” phase on first render
CPU usage spikes during this phase
Subsequent renders of the same scene start much faster
The fix: This is normal behavior for the automatic workflow. Second and subsequent renders will be fast because the .tx files are already created.
To avoid this delay entirely: Use the manual workflow (Section B - Workflow 2) and pre-convert all textures using TextureProcessor before you start rendering.
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