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  • Arnold GPU supports complex shading networks, SSS, hair, atmospherics, instancing, and procedurals.

  • With the same settings, GPU renders will currently be noisier than CPU renders, since GPU renders are "non-splitting" (i.e. one path per camera/AA sample). Accordingly, to achieve equivalent noise the AA sample count will need to be increased in GPU renders. Adaptive rendering is fully supported.

  • Standard Surface, Standard Hair, and Standard Volume are supported, with some limitations (see the table below).
  • OSL is supported, with some limitations currently (see below).
  • OpenVDB volumes are supported, with some limitations currently (see below).
  • Volume displacement is supported, with some limitations currently (see below).
  • Floating point textures are converted to half-float. Filename attribute tags and mipmap bias are not supported.
  • Light filters and light linking are not supported.
  • Limited AOV support.

  • Light groups, shadow groups, trace sets are not supported.
  • UV sets are not supported.

Multiexcerpt

OSL

Initial support for OSL has been added to the GPU renderer. As in the CPU renderer, you can mix and match OSL and Arnold shaders in the same shading network. Note that this initial support is still not complete and currently has a number of limitations as listed below.

Closures

Supported closures include:

  • Emission
  • Diffuse
  • Reflection
  • Refraction
  • Translucent
  • Oren-Nayar
  • Sheen
  • SSS
  • Metal & Microfacet (only GGX distribution is supported)

Shading operations

Currently, there is limited support for shading operations, as follows:

  • Some matrix operations are unsupported.
  • Texture, transform, trace and string operations are currently unsupported.

OpenVDB

Initial support for OpenVDB has been added to the GPU renderer. In this initial implementation, each VDB grid is loaded to GPU in a dense format. While this matches the CPU renderer visually quite well and is feature-complete, the memory consumption can be larger due to the lack of sparse representation. The rendering speed may be slower than CPU in cases with high opacity volumes, as the GPU implementation does not skip empty space as efficiently as the CPU version. The match with CPU will become increasingly good as the step-size parameter is reduced.

Volume displacement

Initial support for volume displacement has been added to the GPU renderer. The rendering speed may be slower than CPU in cases with high opacity volumes, as the GPU implementation does not skip empty space as efficiently as the CPU version. The match with CPU will become increasingly good as the step-size parameter is reduced.

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