Hello everyone,
at our company we are using VRayEdgeTex to avoid hard edges in rendering of imported CAD models from original construction data of huge and complex industrial products. Changing mesh topology or remodelling of those models would be a worse and cost intensive process, so we are very happy with the VRayEdgeTex workflow. In the CPU version of legacy VRay and even VRayNext there are no problems when we render combinations of VRayEdgeTex with any other maps, but in VRayNext GPU i got some issues. For the future we got plans to integrate VRayNext and especcially the GPU renderer into our pipeline, so I did some tests and now I have some questions concerning my results. Please have a look at my examples attatched, pay attention to the image numbers and watch it in full resolution (because I shooted the entire screen with small letters ).
01: Just rendered VRayEdgeTex - everthing works fine.
02: Just rendered Noise - everthing works fine.
03: Combining VRayEdgeTex with Noise via VRayNormalMap. Sample preview in material editor works fine but the bump combination failed in rendering. No entry in VRay Log.
04: Combining VRayEdgeTex with Noise via Composite. Sample preview in material editor works fine but bump combination failed in rendering. During the LightCache prepass the bump combination seems to work (see left side region of framebuffer). Warning entry in VRay Log.
05: Combining VRayEdgeTex with Bitmap, mapped to specific map channel, via VRayNormalMap. Sample preview in material editor and bump combination in rendering are working fine. (The only issue here is that it works only with the VRayNormalMap node and a non procedural bitmap which requires specific mapping coords.)
06: Combining VRayEdgeTex with Bitmap, mapped to specific map channel, via Composite.Sample preview in material editor works fine but bump combination failed in rendering. During the LightCache prepass the bump combination seems to work (see left side region of framebuffer). Warning entry in VRay Log. The rendered bump result of just the Bitmap, while the EdgeTex is ignored, is different to the result in image 05.
To create photorealistic materials for our hard edge CAD modells we need to be free in combining VRayEdgeTex with many other maps, sometimes in even different ways. So it is extremely important to us that this feature works in VRayNext GPU if we want to use it in the future.
Can you please show me a way how to do that or can you grant a look into future development of this feature?
Thanks in advance!
at our company we are using VRayEdgeTex to avoid hard edges in rendering of imported CAD models from original construction data of huge and complex industrial products. Changing mesh topology or remodelling of those models would be a worse and cost intensive process, so we are very happy with the VRayEdgeTex workflow. In the CPU version of legacy VRay and even VRayNext there are no problems when we render combinations of VRayEdgeTex with any other maps, but in VRayNext GPU i got some issues. For the future we got plans to integrate VRayNext and especcially the GPU renderer into our pipeline, so I did some tests and now I have some questions concerning my results. Please have a look at my examples attatched, pay attention to the image numbers and watch it in full resolution (because I shooted the entire screen with small letters ).
01: Just rendered VRayEdgeTex - everthing works fine.
02: Just rendered Noise - everthing works fine.
03: Combining VRayEdgeTex with Noise via VRayNormalMap. Sample preview in material editor works fine but the bump combination failed in rendering. No entry in VRay Log.
04: Combining VRayEdgeTex with Noise via Composite. Sample preview in material editor works fine but bump combination failed in rendering. During the LightCache prepass the bump combination seems to work (see left side region of framebuffer). Warning entry in VRay Log.
05: Combining VRayEdgeTex with Bitmap, mapped to specific map channel, via VRayNormalMap. Sample preview in material editor and bump combination in rendering are working fine. (The only issue here is that it works only with the VRayNormalMap node and a non procedural bitmap which requires specific mapping coords.)
06: Combining VRayEdgeTex with Bitmap, mapped to specific map channel, via Composite.Sample preview in material editor works fine but bump combination failed in rendering. During the LightCache prepass the bump combination seems to work (see left side region of framebuffer). Warning entry in VRay Log. The rendered bump result of just the Bitmap, while the EdgeTex is ignored, is different to the result in image 05.
To create photorealistic materials for our hard edge CAD modells we need to be free in combining VRayEdgeTex with many other maps, sometimes in even different ways. So it is extremely important to us that this feature works in VRayNext GPU if we want to use it in the future.
Can you please show me a way how to do that or can you grant a look into future development of this feature?
Thanks in advance!
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