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GPU progressive jewelry test - impressive fast, but not stoping

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  • GPU progressive jewelry test - impressive fast, but not stoping

    Hi,

    I'm testing the speed of the progressive GPU and the result is promising.

    Only one problem - the GPU rendering doesn't stop. I set noise limit 0.05 and 1 minute and after a short time the progress window shows: Final noise threshold set: 0.050000, the GPU load decrease to 0%. But the STOP button of the frame buffer stay "red". I can press the STOP button and anything stops like expected. For single image rendering not so much a problem, but how should be rendered an animation? Also, should the denoiser work for the GPU render output too? If yes, than not if the user press the stop button.

    I tried the progressive CPU mode. Looks like my DualXeon is slower than my both GTX780. Here the time/noise limit works and denoising is applied. I tested the Stop button - no final denoising if the user stop the rendering. Would it not be useful if the denoiser would applied if the user stop the progressive rendering?

    -Micha
    www.simulacrum.de ... visualization for designer and architects

  • #2
    An other GPU problem - I can't create a greenish white plastic with reflection and light emitter glow (the greens self illuminating color of a watch). There is no way to get a mix of diffuse color and emissive color with a light reflection above.
    www.simulacrum.de ... visualization for designer and architects

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    • #3
      Hi Micha
      I'm able to reproduce the stop GPU issue and we already have a ticket to be able to fix it.
      In term of the Plastic/emissive material. Can you send me the material? or can you help me to understand how you are making the material? I just want to be sure that we are in the same page. However I have to mention that we have little GPU support to the old ASGVIS materials or way to create materials.

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      • #4
        Hi Fer,

        how would you create a light emissive glowing plastic material? In the the past I used a top reflection layer, below an emissive layer with transparency (250,250,250) and a diffuse layer at the bottom. If I use a BRDF material than I would set an emissive layer on top, also with transparency (250,250,250). But emissive transparency doesn't work in GPU mode. Finally I placed the emitter layer at the bottom and the BRDF layer light transparent and it works. But I would prefer a working transparency for emissive layers. Maybe it can be fixed. Attached a screenshot - you can see that the emissive layer of the material preview (CPU) is transparent and not at the render output (GPU).

        I found a way to get the denoiser for the progressive GPU working, the default denoiser value of update frequency was at 0 and so never applied during the calculation. I set it 10 and it works. Best use this value as general default.

        Is the not working env mapping for GPU on the bug tracker? (reported in my bug thread)

        Also I have seen that the same texture map is loaded several times. Is it not wasting GPU memory? (I used the same map in the diffuse and the reflection slot.)
        Attached Files
        www.simulacrum.de ... visualization for designer and architects

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        • #5
          Fer, are the double load of the texture and the not working transparency bugs set on the bug tracker now? Is there an official way to setup a transparent emissive effect?
          www.simulacrum.de ... visualization for designer and architects

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          • #6
            Hi Micha
            We already fixed the issue where the GPU acceleration never stop. The transparency issue seem to be due GPU Limitation.
            We are looking to add more support to the GPU


            Please, clarify the double load texture issue.

            best
            Last edited by fpedrogo; 25-04-2017, 12:55 PM.

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            • #7
              I used the same texture at the diffuse/reflection/bump slot and have seen at the progress window that it was loaded not one time only.
              www.simulacrum.de ... visualization for designer and architects

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              • #8
                I used the same texture at the diffuse/reflection/bump slot and have seen at the progress window that it was loaded not one time only.
                Got it! I talked with Matt and we are going to find a solution for that.

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