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    • Burley Normalized
    • Exponential Path Traced
    • Non-Exponential Path Traced

      subsurfaceSubset is not yet supported

Patterns & Textures

Notes : 

  1. Dynamic String construction in your own patterns is not supported

  2.  There is no support for custom plugins

  3. PxrSeExpr not supported

  4. PxrDirt & PxrCurvature require the trace() OSL call, which is not yet supported.
    Support for a single level of recursion will be added in a future release.


  5. Point clouds not supported

  6. PxrBakeTexture and PxrBakePointCloud not supported

  7. Dynamic path construction in your own patterns is not supported, but please note that we do support the following path tokens <UDIM>, <u>, <v>, <U>, <V> and <primstr:varname> that will result in a "dynamic" path to your textures.  <primstr:varname> can be used to reference the value in a constant primvar or user attribute to build a dynamic path.  Also note that <primstr:varname> is not in beta1 for XPU, but will be in a later beta.

  8. XPU samples textures at one MIP level coarser than RIS so that it may store more textures in limited GPU memory.  This results in slightly blurrier renders from XPU than RIS.


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Lighting

LightsRISXPUNotes

Analytic Lights

PxrEnvDaylight, PxrCylinderLight not available; some light parameters not available

Mesh Lights


Light Filters



Light Linking



Scalability to many lights



Notes : 

  1. Light Filters & Light Linking are currently not supported

  2. "shot" based lighting features will be available in future releases.  Examples include:
    1. Emission Focus
    2. Light groups
    3. Manifold Next Event Estimation

  3. Thin shadows are currently not implemented.

  4. Mesh lights, PxrCylinderLight and PxrEnvDaylight are yet to be supported.

  5.  XPU does not support colour temperature on lights yet. This means the correct colour space won’t be applied when a temperature is converted to an RGB value

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Info
titleLighting Limitations
As the light selection scheme in this phase one release of XPU is yet to be implemented, we recommend keeping the number of lights in your scene to a minimum, preferring to look develop your assets illuminated via a single PxrDomeLight for example.

Patterns & Textures

  • Most RenderMan shipped OSL patterns are currently supported.
  • Custom OSL shaders are supported

Notes : 

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Geometry

  • Catmull-Clark Subdivision

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