testing out NEXT on a live job, and having some issues.
im trying to use GPU, having switched from 3.6 due to GPU displacement being a bit..err.. useless.
but im having problems with displacement here too.
ive got a roof beam, subdivided, properly mapped, with a mix map of 2 bitmaps driving 3d displacement. on an earlier gpu driver (380 something) i was able to bring the edge length down to around 7 pixels on a 10k wide render, and it rendered. on 6, it ran out of ram.
after updating driver to 417, i now cannot use an edge length lower than around 18 pixels without my gpu ram running out.
anyway, thats not the main issue.
on the rounded edges of the beams im getting some nasty thin glitches. its not a mapping issue.
here is a render:

so, just to check, i switched over to cpu NEXT and rendered a similar region..

the thin errors on the edge are gone..BUT, also.. what on earth is causing the difference in the render? its like the GPU displacement has 10x the detail. and possibly some glitches i assumed were in the texture. or its adding normal mapping on top of the displacement. whatever, CPU doesnt do it.
plus, that blurry CPU render was sitting on 48GB (!) of ram to render.. its basically an empty room, although there are 10 or so 8k textures in there.
help? neither of them are what id call "usable"
im trying to use GPU, having switched from 3.6 due to GPU displacement being a bit..err.. useless.
but im having problems with displacement here too.
ive got a roof beam, subdivided, properly mapped, with a mix map of 2 bitmaps driving 3d displacement. on an earlier gpu driver (380 something) i was able to bring the edge length down to around 7 pixels on a 10k wide render, and it rendered. on 6, it ran out of ram.
after updating driver to 417, i now cannot use an edge length lower than around 18 pixels without my gpu ram running out.
anyway, thats not the main issue.
on the rounded edges of the beams im getting some nasty thin glitches. its not a mapping issue.
here is a render:
so, just to check, i switched over to cpu NEXT and rendered a similar region..
the thin errors on the edge are gone..BUT, also.. what on earth is causing the difference in the render? its like the GPU displacement has 10x the detail. and possibly some glitches i assumed were in the texture. or its adding normal mapping on top of the displacement. whatever, CPU doesnt do it.
plus, that blurry CPU render was sitting on 48GB (!) of ram to render.. its basically an empty room, although there are 10 or so 8k textures in there.
help? neither of them are what id call "usable"
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