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hmm...linvanchene wrote:I just wanted to double check before I make things more complicated than they need to be:
As far as I understand Octane does not support displacement maps because they are heavy on the GPU VRAM memory.
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There is a photoshop plugin by nvidia that can transform displacement maps into normal maps.
https://developer.nvidia.com/nvidia-tex ... -photoshop
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Is there a way inside octane perhaps in the NGE to do some kind of transformation of displacement maps into normal maps as well?
yes.linvanchene wrote:Is the geometry loaded completly in the VRAM?
in theory yes; cuda can use shared system ram. in practice this would mean, octane would render about a factor N+ slower, since the memory bandwith between gpu and system ram is about a factor N slower than the bandwith between gpu and vram. where N is a number from 10 to much higher; so i doubt we will see this anytime soon.linvanchene wrote:Or are there mixed solutions possible where the geometry is loaded from the RAM?
no. thew viewport is just the rendered image grabbed from vram. the plugin stores nothing except plain node parameter data (no textures, no geometry). the only thing it needs to take from system ram is the amount of bytes to display the rendered image in the viewport (x pixels * y pixels * 4 in bytes - read below about the vram need of rendered image).linvanchene wrote:For octane for ds:
Are the geometry and textures actually loaded twice in the octane plugin for DS?
One time in the CPU for the DS viewport and one time in the VRAM for the octane Plugin?
afaik no. fore a given area, storing additional triangles does always need more memory than storing height information by using a grayscale color map.linvanchene wrote:Basic question:
When using GPU based render engines is loading actual modeled geometry in some cases more memory efficient than loading a model with normal or bump maps?
don't know one; it is easy to tell for textures:linvanchene wrote:Can someone point me in the direction of a forum thread / webpage where VRAM and how its size is calculated is explained?
glad to helplinvanchene wrote:Thank you so much for all the detailed information!
You cleared up even some additional confusion
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