VRayAlSurface and VRay Subdivision Artifacts with V-Ray GPU

Hi,

I’ve encountered an issue with artifacts appearing when using VRayAlSurface with VRay subdivision during a V-Ray GPU final render.

Interestingly, this problem does not occur with the V-Ray CPU renderer or the V-Ray GPU IPR (Interactive Production Render). The artifacts only show up in the final output from the V-Ray GPU final Render both bucket & progressive.

I’ve attached images to show the difference: one from the V-Ray CPU/V-Ray GPU IPR and another from the V-Ray GPU final render, which clearly shows the artifacts. It seems the issue is specific to the subdivision process within the V-Ray GPU final rendering.

V-Ray CPU & V-Ray GPU IPR

V-Ray GPU final Render

The artifacts are from vray subdivision.

Thank you.

Hello,

Do you get the same artifacts with both the CUDA and RTX engines? what if you change the subdivision type?
Could we please have this peace of geometry to test with, as I cannot reproduce on my side. Thanks!
I have seen these artifacts before, which was solved in the past.

Best,
Muhammed

Hi Muhammed,

Yes, the issue occurs with both the CUDA and RTX engines. It’s specific to V-Ray Subdivision; OpenSubdiv works correctly.

I’ve sent the test scene to the support team under ticket #417311, so you should be able to get it from Martin Minev.

Just let me know if you can’t get the file, and I’ll send it over to you directly.

Thanks!

Just a heads-up, this issue seems to occur when the object is far from the world origin (0,0,0).

Based on my tests, the issue consistently occurs whenever an object is far from the world coordinates (0,0,0), regardless of the object type. There are no problems when the object is near the world origin. I’ve been able to easily replicate this with sample data in Maya.

Could you please check the attached image and scene file?

Thank you.



rigged_scene.zip (713 KB)

It seems the problem isn’t related to the geometry itself, but rather to the rigging. I’ve found that the issue occurs on any object that has been skinned (rigged).Just for your reference.

Very important peace of information. Thank you!
We are looking into this now, we are able to reproduce on our sdie

Best,
Muhammed

Hi Muhammed,

It has been about 4 months since our last communication regarding the V-Ray GPU rendering artifacts on rigged geometry.

I am reaching out because this issue is currently a major bottleneck for our next project. We rely heavily on V-Ray GPU for our final renders, but the subdivision artifacts on alembic/skinned caches are preventing us from achieving the required quality.

Could you please provide an update on whether the developers have identified the root cause or if a fix is scheduled for an upcoming hotfix or release? Understanding the current status will help us decide how to technicality set up our upcoming character assets.

I look forward to your prompt reply.

Thank you.

I will see what could be done in short term. I will discuss with the team shortly
I will keep you posted

Best,
Muhammed

We are working on a fix

Best,
Muhammed

Thank you for your reply.

Fix is in tomorrow’s nightly build. If you dont’ have access please let me know. I will send you a build to test.

Best,
Muhammed

Thank you for the fix and the update! I have access to the nightly builds, so I will check it out tomorrow and let you know how it goes.

It is working very well. Thank you.