I have patches forming with VrayEdgesTex where surfaces meet. The CPU engine renders it perfectly fine. This will probably be the last time I use Vray GPU for any production work. I just can’t handle all the bugs anymore, to be brutally honest. I don’t care if it’s 10x faster than CPU when I constantly have to deal with problems like these on a daily basis…
Hi it could be something related to the geometry. Are you using the VRayEdgesTex for chamfering the edge? Could you share a bit more details and also the scene if possible? You can post the scene here or trough the support contact form..
Yes, I’m using edgestex to chamfer the edges. I’ve submitted a ticket with number 42649 containing a download link for the scene. I remember reporting this issue with VrayEdgesTex a year ago.
Ok @Alex_M I will check your ticket and scene. There is and issue with a similar problem in our system. Let me check the scene and I will get back to you.
I just suffered 4 hours to make just a single render… I’m really tired of vray gpu 5 believe just because the 2d displaccement i already wrote in vray gpu for sketchup…
I hate vray gpu!!! So unstable!!!
Hi according to my tests with your scene these artefacts are a result of the combination of VRayEdgesTex and poor geometry topology in V-Ray GPU. They are present with or without the “same object only” option.
Thanks for reviewing the problem. How can I prevent this? I recreated the model with clean quad geometry and I am still unable to get clean edges (see below). Attached below is also the new geometry if you would like to test it.
new_geo_max2023.7z (278 KB)
Does the VrayEdgesTex in MAX = Round edges in Maya? (the extra attribute in a Vray material or shape node) The only Vray Edges texture I see in maya renders a wireframe thingo.
I’m not a Maya user, but VrayEdgesTex map in Max is used for creating “fake” rounded edges through the Vray material, so I guess yes.
Thanks!
Sorry to hear about your troubles @Alex_M , ID for this issue is VGPU-5872 and the old issue is VGPU-5447
I added both to the GPU roadmap, I will make sure both are addressed.
Correct!
Thanks, @Muhammed_Hamed . I really appreciate it. Did you see my new posts in this thread? I’m still encountering the lighting bug when using very simple lighting and materials and no include/exclude lists.
I’m following the post yes, I will reply as well
Hi @Alex_M
This is solved, and will be part of the next Beta build
The older issue should get attention soon as well
Thanks for the quick fix, @Muhammed_Hamed ! This has been plaguing my GPU renders for at least a year.





