I'm getting some *very weird* results trying, no issues on CPU...
Is there a different shader setup than for CPU?
WTF is THIS?!
Solved! Go to Solution.
Solved by peter.horvath6V6K3. Go to Solution.
Huh?
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.
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.
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
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
ipr
PV
Without SSS and transmission, normals and bumps are doing this in the ipr
Very, very frustrating...
Thanks for any assistance, still can't seem to solve this 😞
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?
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.
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.
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?