Problems with refraction on GPU

Hi,
I’ve got problems getting some refractive objects to render correctly on GPU.
Look at this:

Noisy (default samples cap of 5000) and 0.01NT and dark.
The first sample after the LC looks almost completely black+reflection.
I know you don’t like when we compare CPU to GPU and expect the same output but this isn’t usable.

This is with 20 refraction bounces and a trace depth cap of 100 in the render settings. Same for the cpu (well except the global cap.)

I could probably raise the max samples by alot to get it clean but I think it will still be dark.
And probably remove the Speed benefit the GPU has.

What is causing this? This is just a regular vray mtl. Nothing fancy about it.

Max 2020 Vray Next update 2.1

for GPU engine, it takes into account the trace depth in the Performance/IPR tab
it is set to 5 by default, so Vray GPU is only using 5 bounces (even if you set all materials to 100 bounces)
This behvior was fixed recently in Vray for Modo, which was quite nice and hopefully they fix it in other packages soon
Read about this issue here and the fix that was deployed to Vray for Modo

Yea I know but I raised this to 100 and had 20 bounces set in the material. (for both, the cpu and gpu version)

EDIT: This seems to be fixed in the new Vray version. Is there a workaround for the old version Next update 2.1?
I don’t wanna update in the middle of a Project if possible

It was a bug; I can check if we can port it easily to the stable 4.2 builds, but I’m not sure it will be possible… will write here.

Best regards,
Vlado

Um.. yea take a look but don’t waste too mutch time on that (if you consider doing it only for me).
It wouldn’t be a biiig problem, since I wouldn’t have to switch in the middle of a shot.
And the shots I did before are done, so I dont have to dig them up again.

Ihno, try the latest version from the 20th of November. I believe it was fixed there.