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Emissive Materials not working in 360 VR Pano mode

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  • Emissive Materials not working in 360 VR Pano mode

    Just like to flag up that emissive materials that render just fine in standard mode are erased during the render process when performing a VR Spherical Pano. Initially the material render correctly during the "build light cache" phae but as soon as the updating texture pass thereafter occurs the emissiveness is removed.

  • #2
    Hi jason_cafferty

    After some tests, this appears to be happening only when rendering on GPU, can you please confirm? This seems to be linked to the Compensate EV option, if disabled, it renders without a difference on any of the camera modes. Should you want to have compensate camera exposure enabled, you can render the views on CPU, or, alternatively, disable the option and adjust the intensity values as desired.

    I've logged this in our internal bug-tracking system (VGPU-5320) for developer investigation. Thanks!
    Nikoleta Garkova | chaos.com

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    • #3
      Unable to delete comment!?

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      • #4
        "I've logged this in our internal bug-tracking system (VGPU-5320) for developer investigation. Thanks!" I see this is still broken in the latest version, any roadmap on when it's due to be addressed as you need to be rendering at 8000X4000 at least for spherical visuals and nobody is going to do that on the CPU.

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        • #5
          Hi,

          I see this is still broken in the latest version
          The issue is logged an in the backlog queue.
          I will raise it's priority but I can't guarantee when it'll be done and released with a V-Ray for SketchUp update.

          In the meantime (as a workaround) you can just disable the Compensate EV option and adjust the material intensity.

          Konstantin

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