Why would GPU RT (production or Activeshade) be this different when compared to Adv Renderer ?

I really want RT to work for me - so I’m having a play with scenes created by the good people at Itoo - their Tutorial car park scene.

The Adv render, has lush vegetation and car glass that’s see-through.

The RT GPU renders have dull looking vegetation and blacked out car windows…

Please could someone explain why this is so ?

I am aware that RT GPU and ADV Production renderers are different engines, but I wouldn’t expect such differences as big as this.

Many thanks.

RT Activeshade GPU

RT Production (GPU)

Adv Production Renderer CPU

Most likely you are using unsupporeted materials.
Check the V-Ray log for warnings. Also, check the materials that have been rendered wrong if are marked as unsupported here Chaos Docs
If this doesn’t help, send scene to support@chaosgroup.com and they will figure it out.

Best,
Blago.

Your vegetation most likely uses the built in SSS in VrayMtl which is unsupported by RT at the moment. If you’ve got the time you can redo the leaves to use the 2 sided material instead.

The black windows might be due to low Trace depth. Increase it to 10 or 15. If they are still black, you’ll need to go in each car window materials and manually increase the refl/refr depths. In Adv there’s a global switch - Override depth - that overrides all reflections and refraction values to a user set one which is a lot faster than manually going in each mat and changing it but as far as I remember it didn’t work in Vray 3.5. I’m not sure what the situation is with 3.6. I’ve already posted a feature request for this to work with RT.

Vegetation - mapped tint of Forest Color = not supported yet.
Windows - Standard material with mapped reflection with VRayMap (legacy way of dealing with reflections) = not supported in RT.

Mapped Tint forest color = still not supported yet in GPU mode OR can someone show me the quick material settings work around?. I tried for a few hours and I cant find anything else in the forum on this. Im working with the mulch materials pre-set straw, in Forest pack thanks.

I don’t think it’s supported yet. A pain workaround is a multisub material and a material by element mod…at least that’s all I can think of right now afk.

thx fixeighted ill try something like this and continue to check updates