Inconsistency between CPU and OptiX GPU when using OSL hash function #103328
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Reference: blender/blender#103328
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System Information
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56
Blender Version
Broken version: 3.5.0 Alpha, branch: master, commit date: 2022-12-18 20:06, hash:
50c7eb14f4
Worked: NA
Short description of error
When using the Open Shading Language "hash" noise function there is an inconsistency between the CPU and OptiX GPU implementation. The most noticeable is that the OptiX output is grey scale while the CPU implementation has colour.
Exact steps for others to reproduce the error
OptiX CPU OSL Hash Inconsistency.blend
Added subscriber: @Alaska
Added subscriber: @pmoursnv
CC @pmoursnv
Changed status from 'Needs Triage' to: 'Confirmed'
Yeah, this is expected behavior currently. Cycles doesn't implement multi-channel noise, so without changing that I could only implement the OSL intrinsics using single-channel noise that is then copied to all output components (hence why it looks black and white, R/G/B channels all contain the same noise value).
It shouldn't be difficult to implement by adjusting the noise functions in Cycles, just hadn't prioritized it. (It works with the CPU, since there OSL ships with its own implementation of all the intrinsics, whereas for OptiX they are implemented by Cycles)