Hi,
So i got RTX 2080ti at work and i figured it would be good time to test out Vray RT finally. And soon i ran into problem.
At first i was using vraySoftBox texture with vray rt to get some gradients and coloring on my illuminated tail light without realizing that i was using cpu in active shade mode. And it was looking just right.
Now when i realized i was not utilizing GPU i switched to CUDA and found out CUDA does not support vraySoftbox and bakes it the image map before render this was producing blured results(Please see attached images).
Next step i unwrapped uv's and baked out a texture map so see if this solves the problem but again no luck tail light looses that gradient. Funny enough it shows during GI calculations but as soon as rendering starts i get flat strip of color both in active shade and production rendering mode of gpu
I using standard 3dsmax bitmap texture and vrayHDRI in the map slot with images format tests in .exr 16 and 32 bit floats, tiff 16 bit, tga and jpeg going from 4K all the way down to 1k
even in render settings i have set GPU textures to Full-size textures and on demand mip mapped Gpu texture size wont go above 2048 hence moved down from 4K to 2k as i figured it just might not be reading the information. For texture format have tried all when using exr float and half bits, while testing tiff Half and while testing TGA and Jpeg to 80bit.
Only difference i am getting is in dynamic range and over all brightness.
PS the texture map is assigned to vrayLightMtl with direct illumination, emit light on back side and multiply color by opacity turned on.
Please help or let me know what i am doing wrong Cant seem to find a fix.
So i got RTX 2080ti at work and i figured it would be good time to test out Vray RT finally. And soon i ran into problem.
At first i was using vraySoftBox texture with vray rt to get some gradients and coloring on my illuminated tail light without realizing that i was using cpu in active shade mode. And it was looking just right.
Now when i realized i was not utilizing GPU i switched to CUDA and found out CUDA does not support vraySoftbox and bakes it the image map before render this was producing blured results(Please see attached images).
Next step i unwrapped uv's and baked out a texture map so see if this solves the problem but again no luck tail light looses that gradient. Funny enough it shows during GI calculations but as soon as rendering starts i get flat strip of color both in active shade and production rendering mode of gpu
I using standard 3dsmax bitmap texture and vrayHDRI in the map slot with images format tests in .exr 16 and 32 bit floats, tiff 16 bit, tga and jpeg going from 4K all the way down to 1k
even in render settings i have set GPU textures to Full-size textures and on demand mip mapped Gpu texture size wont go above 2048 hence moved down from 4K to 2k as i figured it just might not be reading the information. For texture format have tried all when using exr float and half bits, while testing tiff Half and while testing TGA and Jpeg to 80bit.
Only difference i am getting is in dynamic range and over all brightness.
PS the texture map is assigned to vrayLightMtl with direct illumination, emit light on back side and multiply color by opacity turned on.
Please help or let me know what i am doing wrong Cant seem to find a fix.