- User Since
- Mar 10 2017, 7:13 PM (84 w, 1 d)
Tue, Oct 9
CPU and GPU are rendering different results. Here's the comparison.
It seems to be an GPU issue. Here's the CPU result. No artifacts.
Here's again the scene I used for the above video with the settings (1024 samples). The former upload was an older scene with different settings. Just to get sure.
No. It also happens on my XPS with GTX 1050.
Maybe an issue by the AMD Threadripper and/or GTX 1080Ti?
Yes, it's not a Denoiser issue. My above rendering isn't using the Denoiser and a sampling rate of 1024. I have an older video of the same scenes without artifacts but I can't say what build I used for it.
Mon, Oct 8
Mon, Sep 24
Here's a workaround to bring back performance by using "Make Dupli-Face". In case I would like to animate all bricks this is not a solution but to build massive static objects and environments like a city.
Sep 13 2018
Sep 12 2018
It's not resolved in aa844ad676d from today. The CUDA error still exists. Viewport works. First render after fresh load will just render CPU tiles but GPU tiles keep empty. Second try will give a CUDA error. I also had again a Blue Screen. But not everytime.
Blue Screen with 2.79.6 4594cc25ac8.
Viewport CUDA Error
Here's the scene with the issue. The original non-packed scene renders fine. In the node-tree the textures "apple_roughness.png" and "apple_normal.png" are set to "non-color". But when packed the "Color Space Setting" in the "Data-Blocks" is set to sRGB. Setting to "Non-Color" will fix the issue.
I found the issue. In Data-Blocks the Color Space Settings of the non-color textures is set to sRGB. Setting them to Non-Color will fix the issue.
Just a reminder: This bug still exist in the latest builds.
Jan 25 2018
Jan 14 2018
BTW: the new Transparent Glass option is great. So useful. Good job ... as always.
I did now a couple of tests with the latest build of today. GPU rendering with my scenes is definitely broken.
Jan 13 2018
The attached simple scene seems to work with the latest release. But keep in mind that I also could render this before but later the error appeared. Maybe its a random error caused by a specific situation?
Jan 11 2018
Nov 9 2017
Impressive. Most impressive how fast you wizards fix bugs here. Thanks!
Nov 8 2017
Fantastic work, Brecht.
Sep 4 2017
Sep 3 2017
CPU vs GPU.
Sep 2 2017
Aug 12 2017
OK. What I do now . I start the render and zoom in. When I zoom out the tiles slow down and the estimated render time is over 12 hours. When I zoom in at a maximum the tiles speed up and the estimated render time is now 5 hours. Looks like this is a fair workaround. :-)
No. That's not the point. Watch my recoreded video and you will see that the speed of the tiles in the transparent areas slow-down extremely. When moving the window they start to render in an expected and correct speed. It's not correct that the tiles will take ages in the transparent area. The same issue you'll have randomly in the areas with geometry. When moving the window the rendering speeds up to the maximum speed. When minimizing the window the geometry area seems be rendered efficiently till it comes to the transparent area. The slow-downs and sometimes freezes of tiles is not normal.
Here's a video capture showing the issue:
Aug 9 2017
I found an interim solution by using Branched Path Tracing. This looks much better. I could also set just Glossy higher and turn Indirect off in the Denoiser. But just using Branched works good actually.
Metallic and black color (no diffuse) is working fine. Specular and SSS with more diffuse will cause a blurred result.
Aug 7 2017
Thanks for your detailed answer. I rated this as a bug because the floor reflection is correctly sharp while the wall reflection is sharp in the render progress and will be blurred extremely by the denoising what will falsify the result.