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VrayDomeCamera does not work with CUDA

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  • VrayDomeCamera does not work with CUDA

    Hello,

    I often use the VrayDomeCamera for fulldome production and since the viewport cannot preview the distortion I rely on VrayRT to give me something to look at while working on the scene. Unfortunately it only works in the slower CPU mode, switching to CUDA it is the same wrong distortion like in the viewport.
    Since there is no documentation about the DomeCamera at docs.chaosgroup.com, I am not sure, whether this is just not supported or a technical problem.
    I am using 3ds Max 2016 SP3, Vray 3.30.05, Nvidia GTX 980 Ti, Driver 364.72

    Additionally it would be cool, if the RenderMask worked with VrayRT, since in that case only a circular image is needed, the rendering in the corners is just wasted render effort.

    Thanks,
    Bob

  • #2
    VrayDomeCamera is not supported for the GPU rendering yet, we have a note about that into our system.
    Svetlozar Draganov | Senior Manager 3D Support | contact us
    Chaos & Enscape & Cylindo are now one!

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    • #3
      A note about adding VRayDomeCamera to RT Supported Feature list is also added.
      Svetlozar Draganov | Senior Manager 3D Support | contact us
      Chaos & Enscape & Cylindo are now one!

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      • #4
        Ok, thanks!

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        • #5
          Btw you can just use the "spherical panorama" camera type - this one works on the GPU.

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

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          • #6
            Thanks for the tip! But then I would always have to render the whole sphere instead of the upper half, right? I guess, it would depend on the scene, whether this is still faster than rendering half on the CPU. I played a little with the FOV-settings in the Camera rollout but I could not get it to render only the upper hemisphere. The vertical FOV should be 90 then, but how do I tell it which 90-degree-part of the sphere to take? Rotating the camera up just distorts everything... And the Render Mask does not work when using VrayRT in ActiveShade.

            Thanks,
            Bob

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            • #7
              Hello. Any updates on when DomeCamera will be supported by VrayRT? DomeCamera feels a bit abandoned.I often heard you could replicate the rendering result with a standard cam set to spherical but I don't see a way to get the exact same result...

              BTW: there is an old bug with DomeCamera that you can't see its keyframes on the timeline.

              Greetings!
              Daniel

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              • #8
                We are sorry to report but DomeCam is still not supported for the GPU rendering.
                Svetlozar Draganov | Senior Manager 3D Support | contact us
                Chaos & Enscape & Cylindo are now one!

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                • #9
                  That is unfortunate. But thanks for the reply!
                  Daniel

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                  • #10
                    Btw, there is the render mask support now, would it do the trick for your use case ?
                    V-Ray fan.
                    Looking busy around GPUs ...
                    RTX ON

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                    • #11
                      Hi everyone, I am chiming in here a bit late but this thread matches closest: So, is there any news on a "real" FullDome / DomeMaster solution with VrayRT?
                      What I mean: a camera / lens shader that would provide us with an equidistant spherical image preferably with support for omnidirectional stereo3D? Working RenderMask would be a plus...
                      We are currently still using v3.2 for compatibility reasons...
                      regards,
                      Lorenz / Softmachine

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