Announcement

Collapse
No announcement yet.

VRayRT GPU + Anisotropy Rotation Map (Vray 2.30.02)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • VRayRT GPU + Anisotropy Rotation Map (Vray 2.30.02)

    Hello Vlado,

    I'm doing heavy use of anisotropy rotation maps and RT CPU is pretty slow on my computer (bi-xeon E5-2650), and RT Cuda is much faster with a 560GTX 3072Mo.

    But I can't see anisotropy with maps using RT Cuda, I think it's not supported.

    Any chance to see "An. Rotation" supported with RT cuda or Open CL without moving to Vray 3.0 ?


    CPU 60sec : 108 paths/pixel
    GPU CUDA 60sec : 480 paths/pixel


    We are thinking moving to GTX690/TITAN as RT-calculation only because it's cheaper than Xeons , but without Anisotropy, it's useless...
    With a GTX690 I can achieve 1000 to 1100 paths/pixel.

    Best regards.
    Attached Files
    Last edited by stilgarna; 27-02-2013, 07:43 AM.
    My Flickr

  • #2
    It is somewhat complicated; support for anisotropy requires additional memory on the GPU for storing the per-vertex anisotropy vectors. On the one hand, we don't want to add this additional overhead for all meshes, as GPU RAM is precious; on the other hand, storing it for some objects and not others depending on the material is also complicated, f.e. when an object has a regular material, and then the user assigns an anisotropic material.

    I'm still scratching my head on what would be the best way to implement this. In any case, you can always approximate anisotropy with a very fine bump map.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      I hate you

      thanks for the VERY quick reply !!!

      Best regards...
      My Flickr

      Comment


      • #4
        Originally posted by vlado View Post
        It is somewhat complicated; support for anisotropy requires additional memory on the GPU for storing the per-vertex anisotropy vectors. On the one hand, we don't want to add this additional overhead for all meshes, as GPU RAM is precious; on the other hand, storing it for some objects and not others depending on the material is also complicated, f.e. when an object has a regular material, and then the user assigns an anisotropic material.

        I'm still scratching my head on what would be the best way to implement this. In any case, you can always approximate anisotropy with a very fine bump map.

        Best regards,
        Vlado
        Heavy bump works nicely and thats enough to work lighting !!!

        Thanks !!! Now, I will study the hardware solution

        Best regards...
        My Flickr

        Comment

        Working...
        X