Just having some fun with the latest sevice pack and RT/GPU. The below shot shows the Vray Car Paint material on the Z. The noise on the ground was a pre-made bitmap, but I was able to modify it greatly with Color Correct to get the reflection and glossiness maps I was looking for. Messing with Mix Maps now…
This was the case for V-Ray 2.30, but it’s not the case for V-Ray 2.40. Our GPU code is now way more complex than before and the latest nVidia OpenCL driver needs about 80 GB of RAM (!!!) to compile it with full optimizations due to a bug in the compiler. We could not release the code in this state, so we had to find other ways to get it to compile on nVidia hardware, and unfortunately that meant slowing it down.
So there is CUDA speed perfoarmance in 2.40?Yes, the CUDA engine is now faster compared to the 2.30 release.
As Alan pointed out, the 2-sided material works fine for most simple situations. For this release we were focused on instancing and more complex texture map trees; render elements, volumetric shading and the sss2 shader are next in line.
First of all, your Vray light was too hot, blowing out the shade real good for your particular exposure (Perspective view with no exposure setting). I decreased the multiplier to about 12 and the light looked pretty good.
Then the maps were not working for some reason, so I disabled the Back Material and for whatever reason it worked fine. Both of your materials looked pretty much the same so I copied the Front to the Back and it still worked fine (see pic below).
Note that assuming your materials were identicle, this shouldn’t be necessary as when the Back Material checkbox is unchecked, Vray will use the Front material as the Back Material as well.
I took a closer look at the materials…The back map had Enable Color Map enabled in the output option. RT doesn’t seem to support it, That’s what messed up the shader in GPU RT.