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  • Some bugs/issues

    System: Win7 64
    Blender: 2.78 (vrayblender35-2.78-d714485-x86_64-windows I think, spashscreen says nothing)
    VRay: Standalone (vraystd_adv_34003_x64_vc11_hwlic)

    I tried with another version, too earlier and had issues, too.

    Bugs/errors:

    1. This one today seems to be gone almost completely; I have no idea why, I tried to reproduce, only once appeared.

    Closing VFB generates error messages ('Standalone stopped whatever').

    2. Hitting render opens a new VFB all the time. Is there any reason for that?

    3. CPU render works properly, GPU render (both CUDA and OpenCL) makes errors on surfaces (see picture).

    GGX shader, PBR workflow (using Dif/Ref/Ref Gloss/IOR maps).


    Thanks

  • #2
    Another thing:

    In Max the default value for self-illumination map is 100, but I could make it far stronger adding bigger value.
    In Blender 100 is the maximum value and I cannot make it stronger at all. Is this a bug? If not, how could I multiply the value? Thanks.

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    • #3
      1. This one today seems to be gone almost completely; I have no idea why, I tried to reproduce, only once appeared.

      Closing VFB generates error messages ('Standalone stopped whatever').

      2. Hitting render opens a new VFB all the time. Is there any reason for that?
      Blender launches standalone for each render so it opens new VFB each time, closing the vfb has the same behaviour as if you started standalone yourself.

      3. CPU render works properly, GPU render (both CUDA and OpenCL) makes errors on surfaces (see picture).
      Can you upload a test scene that reproduces the difference between cpu/gpu, please.

      In Max the default value for self-illumination map is 100, but I could make it far stronger adding bigger value.
      In Blender 100 is the maximum value and I cannot make it stronger at all. Is this a bug? If not, how could I multiply the value? Thanks.
      You can use Color Operations node to multiply the output of the map like this: http://i.imgur.com/JBIVqc4.png

      Comment


      • #4
        Originally posted by poseidon4o View Post
        You can use Color Operations node to multiply the output of the map like this: http://i.imgur.com/JBIVqc4.png
        Clever! Thanks for this tip. I was wondering about the limit at 100% as well. Is there any thought of changing the settings to allow self-illumination to increase over 100% in the standard material? I would be +1 for that.

        Comment


        • #5
          Thanks for the self-illumination trick; I tried it and it works.
          No pushing the things a little bit further: in Cycles I made it with some tricks where I could increase the amount of the emitted light on my PBR shader without changing the look of the texture (distortion of the look of the texture). Is it possible with some tricks without using per object settings or a completely separate shader for this purpose?
          In Cycles I use an 'all-in-one' material which has a slot for the illumination texture (it does what your trick does) and a multiplier for the emitted light.

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          • #6
            +1 thing. After some tests the trick does not affect general lighting as much as I thought it will. I would like to light a scene with illumination maps only, using standard shader.

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            • #7
              Did you try layering in a "Light" material. I think that may give you a better illumination effect. You can set your multiplier as high as you want.
              Attached Files

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              • #8
                I sent the shader error blend file in mail because of IP reasons. Thanks for the help.

                Comment


                • #9
                  Thanks for the tip, I will give it a try tomorrow!

                  Comment


                  • #10
                    Thanks, Andy. Unfortunately it does not do what I would like to achieve, but I will make some additional tests.

                    Comment


                    • #11
                      Originally posted by andybot_cg View Post
                      Clever! Thanks for this tip. I was wondering about the limit at 100% as well. Is there any thought of changing the settings to allow self-illumination to increase over 100% in the standard material? I would be +1 for that.
                      From next nightly the multiplier will have 100% soft max, and it will be possible to write values greater than 100.

                      Comment


                      • #12
                        Hello, I installed the new version of the standalone (vraystd_adv_35004_x64_vc11_hwlic), but the problem still exists (what was illustrated with the screenshots).
                        Maybe I missed some steps; besides of the installation of the new standalone version do I need to do anything else?

                        Addition: when GPU render started, it seems to handle glossiness properly for a few secs than it looks like a 'fallback' to the wrong state.
                        Last edited by AlmaTalp; 13-04-2017, 09:47 AM.

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                        • #13
                          Some additional infos:

                          I tried the same setup in Max, it works perfectly.
                          I created a VRMat from 3ds Max material, it works perfectly in CUDA (just like CPU, GTX 1070), but results a black object with OpenCL (RX480)

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