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  • V-Ray vs RT inconsistencies thread

    Hi,

    I've decided to make my general thread about things that do not work or work differently in V-Ray RT, where I will be all of them in one place.

    I have to say I am a bit disappointed with V-Ray RT. It's been quite a few years, and it's still so far from production ready. Not only that, but it's mainly very dangerous to use for any kind of look development, which is unfortunate, as look development is a main point of using interactive rendering anyway. Any attempt of lookdev, shading or lighting, will always sooner or later result to completely different output with regular V-Ray ADV renderer.

    Sometimes because part of something you are tweaking does not have any effect, which you do not notice, and it will then show up as major difference in final rendering. Other times something will just fail to update. Regardless of which one it is, any inconsistency will always result in lots of wasted time and work because it's usually lot easier to re-do everything from scratch than try to reverse-engineer which one of the knobs or inputs does not work or fails to update.

    So it is unsettling, that V-Ray RT fails the most at something interactive renderers are actually meant to be for - look development. It feels like interactive rendering is one of the areas where V-Ray falls quite far behind its competitors.


    Now that the rant is over, let's get to the first batch of issues (Max 2016 SP2 + V-Ray 3.30.03):

    1, Color Mapping curve breaks HDR/EXR environment maps in V-Ray RT

    I often use Color Mapping curve in output rollout to for example reduce dynamic range of an environment map to dim the sun. It works perfectly in V-Ray but breaks environment in V-Ray RT.

    Here is the video showcasing the problem: https://youtu.be/iPSQZA1zl4s

    Here is a link to the scene: https://dl.dropboxusercontent.com/u/...iro_CCurve.zip


    2, This scene contains two bugs:


    A, In a simple shading network, plugging and unplugging nodes does no update in RT as long as any map parameters are not changed. This is one of those things where you can tweak something for dozens of minutes and scratch your head why isn't it working, then you run production renderer and you see something totally different.

    B, Regular native Noise map, probably the most used procedural map inside of 3ds Max, has completely different output in V-Ray RT compared to V-Ray. So if you do any kind of lookdev using that map, it will come out totally different in production renderer.

    Video showcasing the problem is here: https://youtu.be/qcx62RjxQsY

    And link to the scene is here: https://dl.dropboxusercontent.com/u/...ffMixNoise.zip

    I will keep posting more as i find them.

  • #2
    First sorry for the troubles you have and thanks for the report. Such reports help us a lot into finding what does not work and fix it. Are you using RT CPU or you are using the RT GPU ? Have you considered using RT as a production render ? Also, the noise has different seed in Adv vs RT, but apart than that it should work the same. I understand that can be a bit of unpleasant, but the noise texture has a random element in it and can look different because of different seed values, however in the same time it could be the very same texture.
    Last edited by savage309; 20-12-2015, 11:18 AM.
    V-Ray fan.
    Looking busy around GPUs ...
    RTX ON

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    • #3
      Hi,

      I am using RT CPU. RT GPU unfortunately has so many limitations its feature set does not suffice for pretty much any kind of scenes I do. I never considered using RT as production renderer. It's significantly slower than Adv and supports lot less features. What would be the point?

      As for the noise. It should be either 100% consistent, or should not be listed as supported at all, because the difference can lead to some significant errors. For example, in my latest project, I am using noise texture to proceduraly generate continents on entire planet. You probably can understand how a "different seed value" could mess up things in such case:

      Click image for larger version

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      Click image for larger version

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      I am afraid that by design, RT will probably never be reliable solution, as it's simply different renderer to V-Ray Adv. I know this path was chosen in past because IR rendering capabilities of 3ds Max were quite limited, but many of the limitations were removed already, so my personal opinion is that it's about time for V-Ray Adv to finally become available also as an ActiveShade renderer, and RT should focus in GPU only.

      Although I will keep reporting anything I find. It will at least make using RT for very simple cases (like moving lights around) less painful.
      Last edited by LudvikKoutny; 20-12-2015, 12:38 PM.

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      • #4
        I understand.
        I can't help much with RT CPU, but I am pretty sure some of my colleagues will take a look at the problems you report, and I am pretty confident that such reports are the way for clearing up the bugs.
        V-Ray fan.
        Looking busy around GPUs ...
        RTX ON

        Comment


        • #5
          Originally posted by savage309 View Post
          I understand.
          I can't help much with RT CPU, but I am pretty sure some of my colleagues will take a look at the problems you report, and I am pretty confident that such reports are the way for clearing up the bugs.
          Ah, I see... You develop the GPU part - just noticed your signature. Hey! You should not work on Sunday anyway!

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          • #6
            It's not work, just a casual chatting
            V-Ray fan.
            Looking busy around GPUs ...
            RTX ON

            Comment


            • #7
              The "color map" bug and the slate material map linking bug are logged in the system - thanks !

              About the noise differences - it's a known issue, but it's a little complicated there .. it will be fixed someday
              If it was that easy, it would have already been done

              Peter Matanov
              Chaos

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