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Vray RT subdivisions? Any time line?

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  • Vray RT subdivisions? Any time line?

    We are really anxious to better benefit from the RT engine with our Vray for Maya seats, but it seems like it's still a bit off on the horizon. Is there a time-line for RT in Maya? When can we expect it to be a bit more fully functional? (for example: when will all the grey'd out check boxes become active?)

    I have to be honest, it's frustrating for us to pay the premium to license Vray for Maya, yet be relatively far behind Max in the Vray development cycle.

    Cheers,

    -Anders JL Beer
    www.general-gau.com

  • #2
    Vray RT subdivisions work for me.
    What is your version build ?
    www.deex.info

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    • #3
      Subdivision surfaces work fine in V-Ray RT (the CPU version anyways).

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

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      • #4
        Am I misunderstanding that there is actually no advantage to the CUDA and OpenCL over the CPU RT engine?

        p.s. we are running the nightly build V22501

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        • #5
          Originally posted by ajlbeer View Post
          Am I misunderstanding that there is actually no advantage to the CUDA and OpenCL over the CPU RT engine?
          In terms of supported features, no. In terms of render speed, yes.

          The CPU engine supports many features of the production renderer - subdivision surfaces, displacement, hair etc. The GPU engines are faster, but they don't support all features.

          If you want your meshes to be smooth in the GPU engines, you will have to smooth them in Maya too, as regular meshes.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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          • #6
            I understand. But I was under the impression Vray RT for Max did not have the same limitations. Is that where my misunderstanding is rooted? Does the Max version of Vray RT Cuda have the same fundamental limitations as Maya RT Cuda?

            And further to my original question, are these features planned for the Cuda and/or Open CL version of the RT engine? Is there a timeline for said features?

            Thanks very much for the quick feedback by the way. It is always appreciated.

            -Anders

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            • #7
              Im pretty sure Maya CUDA and Max CUDA RT GPU are the same engines. Just linked to main software differently... So what ever happens on Max is possibly already on maya just need adding a code to exposure options- right ? - or I got it wrong
              CGI - Freelancer - Available for work

              www.dariuszmakowski.com - come and look

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              • #8
                Originally posted by ajlbeer View Post
                I understand. But I was under the impression Vray RT for Max did not have the same limitations. Is that where my misunderstanding is rooted? Does the Max version of Vray RT Cuda have the same fundamental limitations as Maya RT Cuda?
                It has the same limitations.

                And further to my original question, are these features planned for the Cuda and/or Open CL version of the RT engine? Is there a timeline for said features?
                There is a lot more stuff to do before we get to that. We have to be careful with GPUs; part of the reason why they are so much faster, is that the code is much simpler. If we attempt to do all the things that we can do on the CPU, we'll probably end up with something that's way slower.

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

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                • #9
                  Thanks Vlado. Perhaps we've been getting too excited seeing people testing out multi-gpu set ups with Vray RT for Max.

                  As an aside, does the release of Pixars OpenSubDiv bring anything to the RT table that you had not already explored?

                  Thanks again for your quick responses. This is a big help.

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