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Rendering with Arnold in CINEMA 4D using the C4DtoA plug-in.
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Can Arnold have Normal & Bump topgether on GPU?

16 REPLIES 16
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Message 1 of 17
daniel2SH2D
491 Views, 16 Replies

Can Arnold have Normal & Bump topgether on GPU?

I'm getting some *very weird* results trying, no issues on CPU...

Is there a different shader setup than for CPU?

WTF is THIS?!wyrdnormal.jpg

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16 REPLIES 16
Message 2 of 17
daniel2SH2D
in reply to: daniel2SH2D

This is just the normal map applied through the normal map node to the Geometry normal in the aiStandardSurface...


Huh?


Message 3 of 17
daniel2SH2D
in reply to: daniel2SH2D

It actually appears that Arnold, the Oscar winning VFX software renderer, can't render bump or normal maps on a GPU in C4D.

Just great, and the perfect way to have wasted a couple of days and decide to switch to Octane, which might manage bump mapping.

Message 4 of 17
CiroCardoso3v
in reply to: daniel2SH2D

It does work in GPU. I just tested. So what about you share a log for the devs to see what is wrong? A log, the normal map you are using, etc.

Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

EESignature

Message 5 of 17
daniel2SH2D
in reply to: CiroCardoso3v

Heh, yeah, lost my cool there 😉


Thanks a lot, if you have bandwidth and time to help, I really appreciate:

https://www.dropbox.com/sh/jgavj9a2aaetthb/AAAVzVDfAfK1SEHs85Rk2-Lpa?dl=0

399Mb dl, sorry 😞

Render from the camera in CPU, then GPU, in IPR and PV, see what happens...

No logs, no errors reported until it quits

Message 6 of 17
daniel2SH2D
in reply to: daniel2SH2D

IPR is now the problem...Black materials in IPR, but rendering OK in PV

The reverse of this morning's fun with more nodes LoL!

I think becuase SSS overides bump and normal, and I had Big Time SSS in the textures.

Stgripping back to troubleshoot, I've come across this weird glitch

Message 7 of 17
daniel2SH2D
in reply to: daniel2SH2D

bumpnormalipr.jpg

ipr


bumpnormalpv.jpg


PV

Without SSS and transmission, normals and bumps are doing this in the ipr


Message 8 of 17
daniel2SH2D
in reply to: daniel2SH2D

Can't replicate the issue on my laptop in the IPR, but don't have enough VRAM to render to PV, or the issue causes C4D to just quit without warning when I hit render, anyway...
Message 9 of 17
daniel2SH2D
in reply to: daniel2SH2D

Hmmm, by limiting materials, I've managed a render on my Quadro Laptop, and can't replicate the issue.


Very, very frustrating...


Message 10 of 17
daniel2SH2D
in reply to: daniel2SH2D

If you just download the textures with "Face" in the name from the tex folder, they are 4k textures, and just 4 of them, so much quicker...


Thanks for any assistance, still can't seem to solve this 😞


Message 11 of 17

I could reproduce the issue in C4DtoA 3.3.7.1 (Arnold 6.2.1.1) but not in C4DtoA 4.0.0.1 (Arnold 7.0.0.0). Could you please check if you still have the issue in the latest version. Is updating an option?

Message 12 of 17
daniel2SH2D
in reply to: daniel2SH2D

Thanks Peter, I will update today and let you know how it goes

Message 13 of 17

I've updated and, cautiously, so far so good 🙂


Can I just check - 8 bit Normal maps should be image nodes, with linear colour space, and color-to-signed in the normal node, is that correct? Or should they be raw?

The other thing is that a lot of texturing work I'd done up to revealing this issue with the previous version now looks *totally different* in C4dtoA 4.0.0.1, specifically transmission...a pretty good photoreal skin texture now looks like frosted glass.

I'm rebuilding from the base and will update if I encounter any issues.





Message 14 of 17
daniel2SH2D
in reply to: daniel2SH2D

Had a productive day at last! Thanks for the confirmation and solution!
Message 15 of 17

Can I just check - 8 bit Normal maps should be image nodes, with linear colour space, and color-to-signed in the normal node, is that correct? Or should they be raw?

I'd recommend 'raw'. Raw means 'do not apply any color transform', while linear means the active linear render color space. You have the same result with both, but raw is safer because it is independent from the active color manager.

Message 16 of 17

The other thing is that a lot of texturing work I'd done up to revealing this issue with the previous version now looks *totally different* in C4dtoA 4.0.0.1, specifically transmission...a pretty good photoreal skin texture now looks like frosted glass.

Based on what you described I'm not sure if this a bug or just related to some workarounds you had to do. The look should not change in the new version (using the same color transform settings). If you consider this a bug, could you please describe it in a new thread?

Message 17 of 17
CiroCardoso3v
in reply to: daniel2SH2D

No worries. I understand the frustration. Can you save the scene as an ASS file?
Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

EESignature

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