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  • GPU Secondary rays bias precision

    The attached scene is the planes overlapping with a difference of 0.0002 in the z-axis. The Plane on the Right has a Refraction material.
    (The difference in Z-axis cannot be seen unless Spinner's Precision is set to 4 decimals in 3dsMax's Preference Settings.)

    Overlaps look correct in V-Ray CPU Render.
    But the V-Ray GPU makes the overlap black.

    V-Ray GPU doesn't seem to calculate secondary rays bias precision with 4 decimal places.
    Can't the GPU render with the same precision as the CPU?

    We used 3dsMax's V-Ray GPU here, but it was our V-Ray for Houdini users who pointed this issue out.
    Houdini defaults to meters and users sometimes use fractional millimeters. In other words, the distance may be specified with 0.0001m.
    In Houdini, changing the base unit affects various parts, so it is difficult to change.

    Confirmed with V-Ray 6, hotfix 3 +3dsMax 2023

    Click image for larger version  Name:	precision.jpg Views:	0 Size:	359.0 KB ID:	1169322
    Attached Files
    Last edited by flat; 05-01-2023, 01:35 AM.

    OakCorp Japan - Yuji Yamauchi
    oakcorp.net
    v-ray.jp

  • #2
    Hi, thanks for posting. I tested your scene and indeed V-Ray GPU needs a bit larger distance between the refractive and solid plane to calculate the refraction correctly.
    I will continue investigating and get back to the thread.
    Vladimir Krastev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      Hi the issue is reported under VGPU-6039 in our bug tracking system.
      We will notify you when we have released a fix.
      Vladimir Krastev | chaos.com
      Chaos Support Representative | contact us

      Comment


      • #4
        Thank you for your verification.
        I hope it will be fixed soon.
        (Please reflect this in V-Ray Houdini as well)


        OakCorp Japan - Yuji Yamauchi
        oakcorp.net
        v-ray.jp

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