Has anyone used CUDA/GPU in VRayRT for baking maps in Render To Texture? I can't seem to find a solution that works.
My setup for using VRay Adv baking in Render To Texture was as follows:
AO Map:
-Mesh has VRayLightMtl assigned, with VRayDirt in the Color slot and VRayColor in the Opacity slot
-Output Element in Render To Texture is set to VRayComplete Map
-Render To Texture then produces a clean AO map
In an effort to save render times, I tried carrying these settings over to VRayRT, using CUDA (since I've read GPU rendering is faster than CPU). But it does not yield similar results. The AO map is rendered in with multiple colors and corruption throughout. It also takes much more time to render (1min on VRayAdv vs. 20min on VRayRT using CUDA).
If anyone can share some insight on this, it would be appreciated.
My setup for using VRay Adv baking in Render To Texture was as follows:
AO Map:
-Mesh has VRayLightMtl assigned, with VRayDirt in the Color slot and VRayColor in the Opacity slot
-Output Element in Render To Texture is set to VRayComplete Map
-Render To Texture then produces a clean AO map
In an effort to save render times, I tried carrying these settings over to VRayRT, using CUDA (since I've read GPU rendering is faster than CPU). But it does not yield similar results. The AO map is rendered in with multiple colors and corruption throughout. It also takes much more time to render (1min on VRayAdv vs. 20min on VRayRT using CUDA).
If anyone can share some insight on this, it would be appreciated.
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