Hello. When putting Roughness to 0 on a Metallic Material Setting (Using a Metallic map here, so it's set to 0 or 1) for Principled Shader in Blender 2.8 on MACOS 10.14.5 using a Vega 64 AMD as external EGPU the material gets white. Using Blender 2.8 latest built from june and also latest built of RPR. See Pictures below for Reference. …(Show moreShow less)
Two bugs, both related to the Environment Lighting setup. When a new file is created with EEVEE/Cycles as the default engine and an Environment Texture with a HDRi image is setup. Or an older Blender 2.8 file setup with a previous RPR for 2.80 is opened. Nether scenario preserves the Environment settings (they should be setup in the IBL…(Show moreShow less)
Hey! For there is no possibility to displace Materials in RPR at the moment, i just found some node setups for rudimentary parallax mapping for eevee/cycles on Gumroad and Blenderartists: https://gumroad.com/neveselov https://www.youtube.com/watch?v=141wIzL6yGY…(Show moreShow less)
Hello, when using ProRender with Blender 2.79 on my Mac Mini (2018 i7 32GB ram Mojave 10.14.3) with an eGPU Saphire AMD Nitro Vega 64 (in an external Mantiz Venus enclosure) i get very weird material shading results in viewport. Is this normal? What can i do? Further: I also noted that the Settings Tab differs highly from the User Manual…(Show moreShow less)
since 2.8 only has render and solid shading there is no bug. the original issue was posted refering to blender 2.79 where a material shading option exists for cycles. But thanks, this "Viewport Display" panel workaround helps a bit for now!
In v2.0.85 of RPR for Blender the RGB Curves Node has no effect on the output. A secondary bug is also present in the Checker Texture Node where the resulting checkers are a very different size / scale to the Checker Node when used with Cycles or EEVEE. It would be good if RPR for Blender could apply a factor to the checker texture node…(Show moreShow less)
I had the same issue, also texture coordinate and mapping seem to result in a different mapping when switching between cycles and rpr. this to me also also happened though the object is unwraped and image coordinate is set to UV.
When activating Depth of Field at low values using Blender 2.8 on MAC OS 10.14.5 with AMD Vega 64 eGPU the Bump Map aplied to a Material of a Principle Shader Node almosts disapears. I put the Focus on an EMpty at the suface of the Mesh to make sure it is in Focus. Also increasing Blades didn't help. Therefor i cant Render with Depth of Field…(Show moreShow less)
If that helps: I figured if i set Render Devices to both CPU & GPU then the viewport shows a nealy correct correct result for a few seconds, before than slowly blurring out the bump map (also in the area which should be in focus). When setting devices only to GPU, then the viewport shows the wrong blurred out image right away. ..Maybe this can…
When I render a glass object, it should look like this: This was rendered with my i7-8700B CPU. However, when I enable a Vega arch card, such as my VII, the glass shader magically turns into an emission: The only difference between these images is what device is being used. I have reached out to others with Vega arch cards, the RX Vega 64 and…(Show moreShow less)
Goal: use world position to texture map larger structures that does not have UVW created manually Currently: 1. Object coordinates out from the "Texture Coordinate" node seems to be world coord instead of object coords. Compared to Cycles and EEVEE at least 2. Textures sampling only seem to use flat sampling 3. vector converter node to map…(Show moreShow less)
I do my best It is a feature I find very useful (almost indispensable) for when you create concept art or background art etc and want a material to be textured onto a a group of objects with the same scalings etc for a "carved out of the material" look. Currently in Blender I have got used to the way EEVEE and Cycles handles this even if it…
There is currently no way to render a 3D scene with RPRv2.0.85 with a transparent background so that the resulting image may be composited in an external editor or used in other workflows (e.g. motion graphics, web design or desktop publishing). Is this feature coming to a future release?