BUG: Resolution too large: 18432 x 1536. Max 4096 x 4096

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BUG: Resolution too large: 18432 x 1536. Max 4096 x 4096

Postby Podden » Sat Jul 15, 2017 8:18 pm

Seems it only affects the preview in the Editor, saving a PNG and rendering actually works.
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Re: BUG: Resolution too large: 18432 x 1536. Max 4096 x 4096

Postby ChrisHekman » Sat Jul 15, 2017 10:45 pm

See post below.
Last edited by ChrisHekman on Mon Jul 17, 2017 9:12 am, edited 1 time in total.
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Re: BUG: Resolution too large: 18432 x 1536. Max 4096 x 4096

Postby Goldorak » Sun Jul 16, 2017 10:27 pm

We'll test 8192x8192 and see how it impacts stability.
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Re: BUG: Resolution too large: 18432 x 1536. Max 4096 x 4096

Postby Podden » Mon Jul 17, 2017 1:10 pm

Or Octane can provide a reduced quality image towards the unity window for preview when a resolution bigger than 4096 is choosen.
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Re: BUG: Resolution too large: 18432 x 1536. Max 4096 x 4096

Postby Podden » Mon Jul 17, 2017 1:26 pm

Really GOOD WORK btw finally seeing Octane in Unity. First Test, pretty noisy as I only got a few minutes to render. https://www.dropbox.com/s/q6xvvxk89b0x7 ... Zimmer.jpg
Any advice how to control the Directional Lights indirect part independently from the intensity as I had to crank it really high to get the room lit up.
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Re: BUG: Resolution too large: 18432 x 1536. Max 4096 x 4096

Postby bepeg4d » Mon Jul 17, 2017 1:38 pm

Hi Podden,
did you play with the Imager node in the PBR Render Target?
IMG_0402.jpeg

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Re: BUG: Resolution too large: 18432 x 1536. Max 4096 x 4096

Postby Podden » Mon Jul 17, 2017 3:13 pm

will try the Imager, thanks

In other news, I just dragged the Image with the mouse in Octane and it started rendering from scratch, destroying a night of processing :lol: :lol:
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Re: BUG: Resolution too large: 18432 x 1536. Max 4096 x 4096

Postby Xhed » Wed Jul 19, 2017 8:29 am

Goldorak wrote:We'll test 8192x8192 and see how it impacts stability.

We've changed it so that we are now limited by the maximum size Unity specifies. Large rendertargets are fine, but they might cause performance loss due to sending the result to Unity, and displaying it. The change should be in the upcoming build, or soon after.
- Rick
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