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Full Version: Mtlx Standard Surface Fresnel differences on XPU and CPU
Root » Solaris and Karma » Mtlx Standard Surface Fresnel differences on XPU and CPU
OdDan
Hello. I've read a few things in the past about this but not sure if there is a fix or if its just still an ongoing issue. There's some pretty stark contrasts between how reflections/fresnel looks at certain angles between CPU and XPU.

I set up a really basic scene to show. Its just normal dome light, standard mtlx shader with base color of 0 and spec roughness of .4

And here are the differences:







Top picture is CPU, bottom is XPU.

Thanks!
jsmack
I don't think they're expected to ever have parity.
OdDan
No I didn't think so either. I've just come across this in a few instances where it's quite a big difference. We can work around it, just curious if it is crossing that threshold of 'too different' for anyone.
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