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Vray GPU + Distance Tex heavily inoperable.

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  • Vray GPU + Distance Tex heavily inoperable.

    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.

  • #2
    Thank you for your report. It appears that there is currently a bug affecting both CPU and GPU when multiple contributors are used in the V-Ray Distance Texture Objects list. This issue has been logged in our bug tracking system with high priority.

    In the meantime, as a workaround, you can try using a V-Ray Group Select node instead of selecting helper objects directly in the texture, as shown in the picture below.

    Please let us know if this solution works for you. Additionally, could you provide more details about the crashes you're experiencing on GPU? Steps to reproduce or a simplified scene where the crash occurs would be very helpful.

    Best regards, Milva
    image.png
    Attached Files
    Milva Perkovich
    QA department
    Chaos Group

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    • #3
      Thanks for the response! This has drastically increased my workflow within Vray.

      The question still poses though, it still doesn't work when its just one object, but if i put it into the group select it does. Does "multiple contributors" concern the helper object and the object receiving?

      i work in considerably heavy scenes so crashes happen more often than not, but it'll even happen when im simply trying to change the location of the VFB on my screen.

      can also guarantee a crash within my system if i apply distance texs to objects that are very large in size, i had one 5 mile ground plane laid out with simple objects scattered around and i wanted to have those spread a texture to the ground plane within a square mile in the center of the plane. i separated that square mile from the surrounding geo with edit mode and applied my distance tex to the smaller plane only, instantly crashing the Render and presenting me with something like GPUmemorybuffer could not be released, restart is required.

      when i go to restart the frame buffer the issue is still logged and i need to fully restart blender

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