Next GPU: blended spherical environment mapping takes coordinates from only one map

When blending two maps set to spherical environment and using them as an environment, Vray Next GPU will use the coordinates and transforms of just one map for both. The example is using the Mix map, but VrayCompTex showed similar results (I’m aware the latter is supposed to be not 100% compatible with GPU) so this might be a general problem. When applied to a plane using explicit UV coordinates (including using different UV maps) it’s working fine.

Left: CPU
Right: GPU (Note that this is not just one map, but the two maps blended, just using identical transforms, The dark checkers of one map are blue, the ones of the other yellow)

The Mix map works fine on GPU, however, the tiling for both textures is taken from the map in the ‘Color 2’ slot.

Thanks, Aleksandar! Any info if and when this will be fixed?

I cannot say for certain. The issue, however, is already reported to our developers.

As a workaround, you may render out the Mix map itself and apply it to the environment as a bitmap.

Thanks, Aleksandar!