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CUDA renders darker in indirectly lit places compared to CPU

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  • CUDA renders darker in indirectly lit places compared to CPU

    I'm using the same setting for both CPU and CUDA but CUDA renders darker in indirectly lit places. Areas that are more or less lit directly look pretty much the same. Can I make CUDA match the results of RT CPU in these indirectly lit areas of the image?

    My settings are RT as Production Renderer, GI solution is BF+LC, Trace depth 20, Override depth in Global switches 20, Max ray intensity 20

    Please check the screenshot below

    Click image for larger version

Name:	RT_CUDA_dark_GI.jpg
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    Last edited by Alex_M; 18-12-2016, 02:29 PM.
    Max 2023.2.2 + Vray 6 Update 2.1 ( 6.20.06 )
    AMD Ryzen 7950X 16-core | 64GB DDR5 RAM 6400 Mbps | MSI GeForce RTX 3090 Suprim X 24GB (rendering) | GeForce GTX 1080 Ti FE 11GB (display) | GPU Driver 546.01 | NVMe SSD Samsung 980 Pro 1TB | Win 10 Pro x64 22H2

  • #2
    Can you get us a scene for this so that we can check what's going on?

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

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    • #3
      Sure, should be in your inbox now.

      I forgot to mention that during the light cache calculation, the indirectly lit areas look brighter and once RT CUDA starts rendering they are dark.
      Max 2023.2.2 + Vray 6 Update 2.1 ( 6.20.06 )
      AMD Ryzen 7950X 16-core | 64GB DDR5 RAM 6400 Mbps | MSI GeForce RTX 3090 Suprim X 24GB (rendering) | GeForce GTX 1080 Ti FE 11GB (display) | GPU Driver 546.01 | NVMe SSD Samsung 980 Pro 1TB | Win 10 Pro x64 22H2

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      • #4
        RT GPU does not support Compensate camera exposure option of the VRayLightMtl when using PhysicalCamera. We added the issue in our bug tracking system.
        Best regards,
        Zdravko Keremidchiev
        Technical Support Representative

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        • #5
          Hi Zdravko,

          Thanks for the reply but I'm not sure I understand what you mean. How does that relate to the problem? The interior is lit by Vray lights, not geometry with VrayLightMtl (or am I missing something?). Can you clarify?
          Max 2023.2.2 + Vray 6 Update 2.1 ( 6.20.06 )
          AMD Ryzen 7950X 16-core | 64GB DDR5 RAM 6400 Mbps | MSI GeForce RTX 3090 Suprim X 24GB (rendering) | GeForce GTX 1080 Ti FE 11GB (display) | GPU Driver 546.01 | NVMe SSD Samsung 980 Pro 1TB | Win 10 Pro x64 22H2

          Comment


          • #6
            Apparently there are some other options that are not supported by the GPU. In example in that version 3.40.03 the Directional option of the lights is not supported, this is fixed in 3.5. The VRayMtl Fog color map is not supported, we are working on that. There seems to be other features that ore not supported by the RT GPU, we will continue investigating.
            Zdravko Keremidchiev | chaos.com
            Chaos Support Representative | contact us

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            • #7
              The screenshots in my first post was made with 3.5 Beta actually, not 3.4. I noticed that directionality indeed works with 3.5 so this doesn't seem to be the issue. I might do some more testing for example applying grey material to everything and adding simple glass material with no fog color to rule out shader incompatibility.

              PS: I think I found where the difference comes from. I had to manually increase the reflection & refraction depth of the glass panels to 20 in the material itself and now it seems that it looks pretty much the same as the render made with Vray Adv. So it seems that Override depth in Global switches is not supported in RT CUDA.
              Last edited by Alex_M; 22-12-2016, 11:40 AM.
              Max 2023.2.2 + Vray 6 Update 2.1 ( 6.20.06 )
              AMD Ryzen 7950X 16-core | 64GB DDR5 RAM 6400 Mbps | MSI GeForce RTX 3090 Suprim X 24GB (rendering) | GeForce GTX 1080 Ti FE 11GB (display) | GPU Driver 546.01 | NVMe SSD Samsung 980 Pro 1TB | Win 10 Pro x64 22H2

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