![]() ![]() Dynamic string construction is not supported.Support for a single level of recursion will be added in a future release. getattribute("context") and getattribute("rendererInfo") queries are not supported in XPU.getattribute("attribute", "user:foo", foo)). ) lookups that are supported in XPU are "user" attributes (e.g. Use global dPdtime, but currently hardcoded to (0, 0, 0) Point Po getattribute("primvar", "P", Po) Naon = normalize(cross(Dx(Po), Dy(Po))) ĭerive from global I: Vn = -normalize(I) VLen = length(I) Supported, but only if displacement took place Use filterwidth() (scaled to radius if needed) If an alternative is suggested, it means that OSL patterns should be rewritten to use the alternative to be as forward looking as possible, particularly if a OSL global exists. The most important changes are summarized in the table below. Some builtins known to RIS are not currently available in XPU. Getattribute() calls targeting "builtins" (renderer computed quantities that are not directly geometry primvars) are partially supported. getattribute() calls asking for geometry primvars (in RIS, getattribute("primvar")) are fully supported.You may continue to specify a first argument in order for your shader to remain compatible with RIS, but the distinction between "primvar", "builtin", and "attribute" that exists in RIS does not exist in XPU. In XPU, the first argument to the OSL getbuiltin() shadeop is ignored.If you stop interactive rendering while textures are still being made, sometimes you will get a crash.If you update a texture while the renderer is running, XPU may not update the texture.Textures with a non square pixel aspect ratio are not supported.We are currently in the process of updating the texture cache for the GPU to give better performance if it isn't large enough to hold the textures required for your render. This results in slightly blurrier renders from XPU than RIS. XPU samples textures at one MIP level coarser than RIS so that it may store more textures in limited GPU memory.PxrBakeTexture and PxrBakePointCloud are not supported.PxrDirt & PxrCurvature require the trace() OSL call, which is not yet supported.There is no support for custom C++ plugins.Single scattering support in PxrSurface is not complete because volumetric light transport is not fully supported in XPU.In XPU, we support the following SSS models:.MaterialX Lama support will be implemented in a future release.Custom Bxdf or Displacement plugins are unsupported.Second refraction roughness is not yet implemented. Certain single scattering scenarios are not supported. RenderMan for Maya supports batch rendering to XPU (PxrPathTracer integrator).Picking from "it" does not relay the selection back to RenderMan for Maya.There are some warnings you will see on the console about a bad DSO being found for the socket display driver. Warnings on the console when rendering to XPU from Katana.XPU does not currently support redirection of errors away from the console, which means DCCs will not be able to report XPU errors in their UI.If this happens and you end up using all of your licenses, just restart your application (Maya, Houdini, Katana, or Blender) and you will be able to continue your work. Releasing a license: It is possible to get XPU into a situation where it doesn't release the license back to the RenderMan license server. ![]() If you have more than one GPU, we allow you to specify which GPU to use with XPU, but do not yet support the ability to use more than one GPU at the same time.We are going to work to mitigate the two biggest causes of this condition. If you are running XPU inside of Maya, Houdini, or Blender, this will bring down your application as well. Behavior of XPU when it runs out of memory on your GPU: XPU will crash if it runs out of memory on your GPU.XPU currently requires a CUDA-compatible GPU to be installed, even if the intention is to run only in CPU mode.Below is a list of features supported and unsupported in this phase one release of XPU General ![]()
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