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Author Topic: VRay GPU  (Read 22327 times)

Bobby Parker

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VRay GPU
« on: March 12, 2020, 11:05:01 PM »
My colors are way off when using GPU. I am using tan and brown gravel, but it is rendering black and white. This works with CPU, so it isn't a path thing.


Bobby Parker

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Re: VRay GPU
« Reply #1 on: March 12, 2020, 11:05:21 PM »
Here is what I am using

Michal Karmazín

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Re: VRay GPU
« Reply #2 on: March 13, 2020, 10:38:44 AM »
Hi,

Would you mind to specify your actual software configuration (3ds Max, FP & V-Ray versions used)? Thanks in advance.

Best regards,

Bobby Parker

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Re: VRay GPU
« Reply #3 on: March 16, 2020, 09:56:59 PM »
Well, I can say the latest in them all. 3DS MAX, VRAY and Forest

Rokas

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Re: VRay GPU
« Reply #4 on: March 17, 2020, 08:22:20 AM »
Hi

I have just doublechecked and it works fine here:


Would You please archive misbehaving ForestObject and attach it here or send it to us to doublecheck.

Thanks.
Rokas

SamR

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Re: VRay GPU
« Reply #5 on: July 06, 2020, 11:16:36 AM »
Apologies if I've put this in the wrong place. First time commenting on this forum.

I render using Vray GPU and have 2x 2080ti. So a total of 22GB to play with.
I have a project coming up that will have an incredible about of forest pack on a huge landscape..planting, grass, gravel, ponds..the works.

I've been looking online and I couldn't find anywhere a rundown of the best practices and techniques when using vray GPU with forest pack.

Obviously, I have limited memory and need to keep render times down (as much as possible).

So, I guess I’m just looking for tips and tricks to make sure I don’t run out of memory Midway through the project and more sure I’m not rendering for a week haha.

Hope that all makes sense and thanks in advance

Sam

Paul Roberts

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Re: VRay GPU
« Reply #6 on: July 06, 2020, 12:21:11 PM »
Hi,

Thanks for the question. Rendering on the GPU shouldn't be too different from rendering on the CPU in terms of how to optimize. There are a couple of things to keep in mind.
  • Instance as much as possible. If you want to position a couple of trees manually, use FPs edit modes to ensure instancing is maintained. Try to avoid any non-instanced trees unless they are utterly unique.
  • Keep poly counts and texture sizes for scattered assets as low as you can get away with
  • Don't render what cannot be seen. Use camera culling and toggle areas on and off to control the number of items scattere
  • Minimise the number of variations of a single assets. You'll be surprised at how much variety you can get out of one or two tree assets once they've been had their transforms and maps randomised
  • If you are bucket rendering, you may find a memory benefit to using proxies as these are loaded dynamically only when they are needed.
  • Find a balance between the polycount of a scattered asset and the number of assets scattered. Ground cover is the usual culprit. Instead of scattering millions of individual plants, make a larger patch and scatter that instead to reduce the total number of items.
  • Use Forest LOD - often reducing shader complexity is more beneficial in offline rendering that swapping the mesh (which can actually slightly increase memory usage)
  • Optimise materials - some tips here: https://forum.itoosoft.com/faq/optimising-materials-for-forest-pack/
You might also find this tutorial of use: Tips for Mastering Large Scale Environments


You should also take a look at what features are supported in V-Ray GPU. Due do some technical limitations animation, edge mode, and tint by element are not supported.


I hope that helps,


Paul
Paul Roberts
iToo Software