We're trying to to convert a scene (Vray Next 4.02.05 on 3ds 2018 that quite heavily relied on the great Siger ComplexFresnel map to be used on Vray Next GPU (as it is incompatible).
We've tried to use the (also great) Reflector Tex OSL by Rens Heeren.
- I have one major problem : the OSL file (and its .h compagnon file) are not searched in usual user paths, so I tried to use the OSL Include Paths. I can't get to add any path in "Additional Paths", it's a problem with network rendering especially
- also, but it is minor of course, the VrayOSLTex has its parameters rollout last, it would be really great to have it on top for quick parameter changes, it would be consistent with other maps !
- what does it really mean that the OSLTex is "baked" before render on GPU ?
- when rendering our scene containing unsupported ComplexFresnel maps, the scene has no other problem whith stills, but there is a weird behaviour with an animation : the rendering hangs after a few frames (the fewer the objects, the further the problem appears). The scenario is always the same : after, say, 13 frames, rendering just fine and swiftly, there is a slowdown on the preparation of the next frame (Broadcasting NOTIFY_RENDER_PREEVAL in log), after a few minutes, the next frame (14) is rendered quickly and the preparation for the next frame (15) hangs indefinitely (also Broadcasting NOTIFY_RENDER_PREEVAL in log).
Obviously, it doesn't really matter in that case, but I thought It's worth sharing.
Thanks !
We've tried to use the (also great) Reflector Tex OSL by Rens Heeren.
- I have one major problem : the OSL file (and its .h compagnon file) are not searched in usual user paths, so I tried to use the OSL Include Paths. I can't get to add any path in "Additional Paths", it's a problem with network rendering especially
- also, but it is minor of course, the VrayOSLTex has its parameters rollout last, it would be really great to have it on top for quick parameter changes, it would be consistent with other maps !
- what does it really mean that the OSLTex is "baked" before render on GPU ?
- when rendering our scene containing unsupported ComplexFresnel maps, the scene has no other problem whith stills, but there is a weird behaviour with an animation : the rendering hangs after a few frames (the fewer the objects, the further the problem appears). The scenario is always the same : after, say, 13 frames, rendering just fine and swiftly, there is a slowdown on the preparation of the next frame (Broadcasting NOTIFY_RENDER_PREEVAL in log), after a few minutes, the next frame (14) is rendered quickly and the preparation for the next frame (15) hangs indefinitely (also Broadcasting NOTIFY_RENDER_PREEVAL in log).
Obviously, it doesn't really matter in that case, but I thought It's worth sharing.
Thanks !
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