Hey Chaos Guys,
Thanks for posting 2.4, finally! I'm running some tests to see how things are working. Cuda performance is looking impressive.
However, I am seeing a problem I've seen often before, but I thought it would be solved by now. I've seen descriptions on this forum of this being due to the difference between normal smoothing (a cheat) and reflections on real geometry. Whatever the cause, the problem needs to be fixed on your end. So far, I've only seen this problem with Vray RT, testing with the CUDA engine. I haven't gotten as far as checking to see if it exists in other renders. I expect that it's not a problem in the CPU renders, as it never has been before.
I'm attaching the Maya scene and the resulting render. If you look a the dark sphere, on the upper-left area of the surface, you'll see the problem clearly. With more glossiness in the reflection, the problem gets progressively worse. Basically, the diffuse and standard reflections are rendering "normally," and respecting geometry smoothing, but the glossy reflections are rendering as if the normals are set hard on the facets of the geometry, as if you had used Maya's Normals > Set To Face command.
This may be physically accurate -- I know it's supposed to be the hallmark of a GPU renderer -- but it's unacceptable from an artistic point of view. I'm can't work with 50-million-polygon spheres just to get a smooth render. The renderer, regardless of which engine, needs to support normal smoothing, even if it's a cheat. If the cheat already exists, great! Please let me know how to use it. Otherwise, it's back to software rendering (Noooo!)
Thanks for posting 2.4, finally! I'm running some tests to see how things are working. Cuda performance is looking impressive.
However, I am seeing a problem I've seen often before, but I thought it would be solved by now. I've seen descriptions on this forum of this being due to the difference between normal smoothing (a cheat) and reflections on real geometry. Whatever the cause, the problem needs to be fixed on your end. So far, I've only seen this problem with Vray RT, testing with the CUDA engine. I haven't gotten as far as checking to see if it exists in other renders. I expect that it's not a problem in the CPU renders, as it never has been before.
I'm attaching the Maya scene and the resulting render. If you look a the dark sphere, on the upper-left area of the surface, you'll see the problem clearly. With more glossiness in the reflection, the problem gets progressively worse. Basically, the diffuse and standard reflections are rendering "normally," and respecting geometry smoothing, but the glossy reflections are rendering as if the normals are set hard on the facets of the geometry, as if you had used Maya's Normals > Set To Face command.
This may be physically accurate -- I know it's supposed to be the hallmark of a GPU renderer -- but it's unacceptable from an artistic point of view. I'm can't work with 50-million-polygon spheres just to get a smooth render. The renderer, regardless of which engine, needs to support normal smoothing, even if it's a cheat. If the cheat already exists, great! Please let me know how to use it. Otherwise, it's back to software rendering (Noooo!)
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