If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
Exciting News: Chaos acquires EvolveLAB = AI-Powered Design.
To learn more, please visit this page!
New! You can now log in to the forums with your chaos.com account as well as your forum account.
the new translucency modes in Vray 5 update 1, are based on RandomWalk. This has been implemented in Vray GPU recently in our internal builds. This update will be released very soon
Hey Peter, could you please explain your use case?
I haven't touched this material since the new translucency models(RandomWalk) were implemented in the V-Ray material
hey Muhammed_Hamed , i have a bunch on shots where i`m rendering snow as volumes, with brute force gi and deep scattering. As you can imagine it`s quite heavy even for GPU with 10+ bounces. Also GPU have issues with multiple VDB at same time in scene, 4 max i think, then i will bug out. I was trying to replace it with meshes shaded with VrayScatterVolume, works perfectly. Unfortunately only on CPU, hence my request to add support for VrayScatterVolume on GPUs. Thanks!
Instead of shading the snow meshes with VrayScatterVolume, did you try to use the new translucency built-in the V-Ray material? The volumetric mode should do the job, you will need to use SSS color + Refractivity
It uses RandomWalk SSS, just like VrayScatterVolume. About the VDB issue on GPU, I will test on my end. I don't think we have capped this to 4
Muhammed_Hamed , i tried , it`s not suitable for what i need, nor it gives the options for anisotropy of scattering, bouces and multiplier on the shader. Shading wise scatter gives me better results too. So back to to my original request, please add VrayScatterVolume support for GPU if possible, thanks!
Comment