I am trying to switch from normal VRay to GPU but i have problems to get normal maps to work with multitexture and vraymultisubtex too.
There is no visible bump effect.
When plugged into the bump map slot there is a very small bump effect but you have to crank it up to extremly high values to be useable.
Hi, is there any update on this bug? VRayNormalMap is still not working when VRayMultiSubTex is plugged in while using GPU. In CPU it renders just fine still.
Which host platform are you using? In 3ds Max, you can plug the maps into a Composite node and use the hide/unhide layer to control which map is picked.
I’m using 3ds Max, yes. This is the setup that seems to have the issue. Plugging in anything with VRayMultiSubTex into the VRayNormalMap causes it to not render at all. If I nix the VRayNormalMap node, it reads both textures, albeit very faintly, but obviously they are not interpreted correctly as normal maps and it is therefore not a solution. In our current workflow, we use face IDs to determine which texture gets applied with the VRayMultiSubTex (like say some faces get a simple wood, and some others get the simple wood with knots but are otherwise the same in material properties like edge details and so forth). I understand that the simplest work-around would be to split it into two VRayMtls and plug those into a Multi/Sub Object. But that would be quite time consuming to do to for all of our materials. I apologize, but I’m not entirely sure I understand how the Composite node could help with the switch at render time when both textures need to be rendered. Would you mind explaining?
Sorry, I misunderstood the first time. Not sure if there are other workarounds other than using a Multi/Sub-object material. Tried a VRaySwitchMtl with some OSL drivers to get the mat ID, but it also doesn’t work on the GPU.