Falloff Yes Yes
Mix Yes Yes
Mask Yes NO (now work in 1.45)
Composite Yes NO
Substance Yes NO
Forest Color NO NO (for Forest Pack Pro)
Gradient Yes NO
Gradient Ramp Yes Yes
Cellular Yes NO
Color Correction Yes Yes
Checker Yes Yes
Dent NO NO
Marble Yes NO
Waves NO NO
Wood NO NO
Smoke Yes(different from render) NO
Tiles Yes Yes
Noise Yes NO
Speckle Yes NO
Some of the textures will work fine when they are in Explicit Mapping mode (i.e. Cellular, Noise, Smoke etc). In that case they will be baked as bitmaps and sent to the GPU.
I tested Noise in Explicit Mapping mode and and it kinda works, however I have to crack up the value 300% to get a similar results to production. Cellular did not work at all. am I missing something?
Thanks for sharing the file, it seems that V-Ray RT/GPU has some issues with 3DS max bump slot when Cellular, Dent, Mix, e.t.c maps are set there.
I will make a note about it.
Any updates on procedural maps?..The last service pack did not include any procedural maps updates. Also Vlado mentioned at Siggraph the they will be some “nose specially” included in V-Ray 3.0 however I do need see any updates on procedural maps in the 3.0 beta.
The procedural noise is there actually, we forgot to put it in the changelog. We also have VRayDirt support for use with the ExtraTex element, but when we tried to support it for materials, the whole thing became like 30% slower whether you use it or not… it is frustrating.
Will see if we can do that. In fact, I’ve been thinking of introducing several different kernels, with varying degrees of features vs speed; f.e. one that just does a grey material on everything, or one that only does direct lighting etc. We’ll see.
That would be great!
I mainly use RT GPU to set up lighting on interior scenes, it’s also very helpful for making materials even at a slower speed in a open studio setup RT GPU would still be significantly faster than CPU, especially with the newer graphics cards now supporting 6 to 12 gigs of ram at insane speeds.
Hi,
This is a known issue (it will not work for any procedural map actually).
We do have working a version of it internally. I hope it can make it for the final version, but I can’t promise (we have to find a proper way to do it in order to avoid slow-downs even on scenes that are not using noise/noise for bump).
Best,
Blago.
Ok Thanks…It would be great to have, maybe as option, different build perhaps? even if its slower it still significantly faster than CPU…I’m sure a lot of us will be ok with a slow-down hit.
Unfortunately this implementation is not part of any builds yet.
We will update this thread as soon as we have it available for the nightly builds or 3.0 beta.