When first hearing of Vray coming to blender i was really excited to be able to use its extremely easy to use and useful texture utilities. After using the beta since its release I am now comfortable to say it feels like they have 2 developers work on their GPU team, and am forced for the time being to fully switch to a CPU based system and possibly a different platform/engine overall to keep the quality ive built with Vray.
In this current example i have fairly heavy scene in terms of Geometry for my computer (18mil faces), my goal is to use a invisible helper object slightly below the floor of a studio to gradient a Red concrete floor texture to a 0 reflection black texture using the distance tex node into the "weight" input of a blend mtl to create an abyss effect on the walls in an enclosed Cyc studio.
When initially building while interactive rendering, everything goes right. Then if i go to reset the interactive render and or start a production render, the abyssal black texture is applied to my entire studio.
I'm working on a 5600x 32gb ddr4 3080 12gb VRAM system so its not technically horrible. But here's the kicker, my baby 6 core CPU has "worked" without crashing with every texture utility in the way i needed it to even though i cant even look at any basic renders due to just denoise taking 45 minutes..
When it REALLY doesn't wanna work it wont even start the IFB and says something like "unable to release device memory buffer" in the log then requires a restart of blender completely. in this current case im trying to gradient a simple 4k texture onto 400 faces max.
Love the engine really but seriously you guys need to get it together with GPU if you even plan on bringing something you want people to pay for AND be respectable into something like blender... Also seeing someone admit Subdivision and Displacement is "admittedly something we need to work on" makes me feel like you aren't working on it. (Vray subdivision runs 2x smoother than blender subdiv surface in the IFB amd production rendering but completely destroys UV mapping [GPU and CPU].) Very Driven to try something like unreal out after seeing people with normal systems working on CAD vehicle models infull 3d environments in a completely free software.
In this current example i have fairly heavy scene in terms of Geometry for my computer (18mil faces), my goal is to use a invisible helper object slightly below the floor of a studio to gradient a Red concrete floor texture to a 0 reflection black texture using the distance tex node into the "weight" input of a blend mtl to create an abyss effect on the walls in an enclosed Cyc studio.
When initially building while interactive rendering, everything goes right. Then if i go to reset the interactive render and or start a production render, the abyssal black texture is applied to my entire studio.
I'm working on a 5600x 32gb ddr4 3080 12gb VRAM system so its not technically horrible. But here's the kicker, my baby 6 core CPU has "worked" without crashing with every texture utility in the way i needed it to even though i cant even look at any basic renders due to just denoise taking 45 minutes..
When it REALLY doesn't wanna work it wont even start the IFB and says something like "unable to release device memory buffer" in the log then requires a restart of blender completely. in this current case im trying to gradient a simple 4k texture onto 400 faces max.
Love the engine really but seriously you guys need to get it together with GPU if you even plan on bringing something you want people to pay for AND be respectable into something like blender... Also seeing someone admit Subdivision and Displacement is "admittedly something we need to work on" makes me feel like you aren't working on it. (Vray subdivision runs 2x smoother than blender subdiv surface in the IFB amd production rendering but completely destroys UV mapping [GPU and CPU].) Very Driven to try something like unreal out after seeing people with normal systems working on CAD vehicle models infull 3d environments in a completely free software.
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