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Nothing wrong with single-sided walls in large, complex arch viz models. Even if the walls are thick, some lighting features may be single side and if so will be "leaky" on GPU. In any case, I'm sure our devs will want to fix this issue in due course.


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Oscar J wrote:
From your log file it seems you have a "phong_nonbasic_8659449695711977334" material. Not sure what that is? It does build the material, but you see that the CL_OUT_OF_RESOURCES message happens just as it's about to optimise the material code for that material.

Oren Nayar materials definitely works using GPU, so I doubt that's the actual problem here. Try the Reinhard option and see if the render remains black.


Any idea why this bump mapping shader on a Phong material does not work on GPU/OpenCL:

<bump>
<shader>
<shader><![CDATA[def eval() real :
fbm(getTexCoords(0) * 6.7 , 3 ) * 0.0002]]></shader>
</shader>
</bump>

Thanks,

EDIT: this shader *does work* in CPU mode


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[BUG] OSX
I keep getting crashes on Mat preview reference object change when editing mats over a certain period of time.
: (((


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