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VRay 5 GPU/RTX doesn't support 2nd UV channel...or normal maps?

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  • VRay 5 GPU/RTX doesn't support 2nd UV channel...or normal maps?

    Okay, I'm using a material with a couple of OSL shaders being used to distort UVs for parallax mapping, and I'm running into some strange behavior/bugs.
    The first issue - using a 2nd UV channel in the material. It works in CPU:
    Click image for larger version

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    But not in GPU. In GPU mode I get something that looks like it's using some sort of "default" channel mapping?
    Click image for larger version

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    When I remove the 2nd channel usage, it goes back to using the 1st channel, but you get obvious stamping of the interiors:
    Click image for larger version

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    I'd really like access to that 2nd channel.

    The second issue is that Normal mapping is not working in RTX mode. Here's just the normal and opacity map in CPU:
    Click image for larger version

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    Nice shading, fits the normals, works great.
    Now, same shader in GPU/RTX:
    Click image for larger version

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    Nothing.
    Here are my test scenes.
    GPU UV#1 (normals broken):
    https://drive.google.com/file/d/1n_c...ew?usp=sharing
    GPU UV#2 (normals broken, UVs broken):
    https://drive.google.com/file/d/1-CL...ew?usp=sharing
    CPU UV#2 (normals ok):
    https://drive.google.com/file/d/1RQY...ew?usp=sharing

    I'm also seeing massive progressive slowdown in rendering these tests - as described here:
    https://forums.chaosgroup.com/forum/...n-rtx-gpu-mode

    Please help.
    Thanks!




  • #2
    VRayNormal map is stated as being supported in GPU mode. https://docs.chaosgroup.com/display/...orted+Features

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    • #3
      Reported to support. Ticket #307-345-0816

      Comment


      • #4
        Any idea on this one..or two? Normal maps not working really seems weird.

        Comment


        • #5
          Thank you for the provided scenes. Both of the issues are due to some unsupported parts of the OSL code (in the OSL UVW node in this case) in V-Ray GPU. I have logged them for support implementation (internal-bug tracker id: VGPU-4925, VGPU-4924). I have also informed our development team about the matter. The issues are related to your other topic here.
          Aleksandar Hadzhiev | chaos.com
          Chaos Support Representative | contact us

          Comment


          • #6
            Alternative UVW channels (i.e. the "UV%d", "uv_%d", "w", and "w_%d") are not supported at the moment but we are working on implementing them. However the GetUVW.osl and similar shaders would still have to be modified to avoid any dynamic string operations (like format("UV%d", UVSet)) to make them work on the GPU.

            Best regards,
            Ivan

            Comment


            • #7
              Okay, thanks guys! Would you consider releasing your own set of UVW OSL operators that *would* work with GPU? (once it's supported, of course)

              Comment


              • #8
                Sure, I'll try to make a drop-in replacement for the entire GetUVW shader.

                Best regards,
                Ivan

                Comment


                • #9
                  Any updates on this? I'm back in this, almost 4 years later, and it still seems completely unsupported. :/

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