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.
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.
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?
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.
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.