Limitations of GPU rendering in Specular materials?

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Freilantzer
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Joined: Tue Jul 17, 2018 9:57 am

Limitations of GPU rendering in Specular materials?

Post by Freilantzer » Sat Jul 28, 2018 2:04 am

Hello,

I am going to render a scene where a wax candle is part of the center piece so realism is important.

I found 2 different "Wax" materials in the online material database and they look really nice, using CPU rendering that is.

With GPU/OpenCL instead of wax it looks like cast resin (highly transparent).

Is there any way to get a result similar to the CPU with the GPU? Is it becasue of SSS?

Material used in below renderings is White Candle Wax by Whaat https://www.indigorenderer.com/materials/materials/120

Version is Indigo RT v4.0.66, Windows 64-bit build.

Rendered in a few second with GPU (GTX 1080)
White Candle Wax OpenCL.png

Rendered in 20 minutes with CPU
White Candle Wax CPU.png

Eneen
Posts: 169
Joined: Thu Jan 21, 2016 9:32 am

Re: Limitations of GPU rendering in Specular materials?

Post by Eneen » Sat Jul 28, 2018 3:23 am

GPU doesn't support sss right now as far as I remember...

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OnoSendai
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Location: Wellington, NZ
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Re: Limitations of GPU rendering in Specular materials?

Post by OnoSendai » Sat Jul 28, 2018 3:49 am

Correct, SSS on GPU is missing. Support for it will be added soon though.

Freilantzer
Posts: 2
Joined: Tue Jul 17, 2018 9:57 am

Re: Limitations of GPU rendering in Specular materials?

Post by Freilantzer » Sat Jul 28, 2018 4:22 am

Ok, thanks!

Yader
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Joined: Fri Dec 07, 2018 12:01 pm

Re: Limitations of GPU rendering in Specular materials?

Post by Yader » Sat Dec 08, 2018 5:26 am

Hi there,

any news on the implementation of SSS for GPU Rendering?

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