abstrax wrote:Jaberwocky wrote:Thanks marcus
So to clarify.
I could for example create 24 camera positions across say 10 obj files , sharing tonemapping/lighting etc all loaded in 1 ocs file.That file would load into the Host CPU memory where it will be voxalised and held ready for when i click on a camera node.After the camera node is clicked only that portion required is sent to the GPU memory to be rendered.
So if i have a huge scene i could split the obj files and as long as i have say 16-32Gb of memory (which of course is very cheap nowdays) i need only have a 1-2 gb Video card.
That may also answer the 64 node limit problem on textures.
Yes you could do that. Obviously the whole node graph may get a bit "messy" but I don't see a reason why it should not work.
Do you mean we can combine a scene with multiple obj meshes?????
I thought it wasnt possible: I tested myself and I dont find a way to attach for example 2 different meshes on one render target