Sighman wrote:I was wondering if you are doing anything special to keep the texture counts under control? I notice you loaded the Streats of Asia 2 scene and in my testing using the export/import into Octane standalone there are more textures than Octane supports. I had to use the texture atlas to combine textures and generate a new UV set. What did you do to get the scene to fit?
Also, are you supporting the new instancing capabilities of DS4.5?
Also, are you storing all the octane material settings/node graph in the scene file (.daz/.duf)?
Oh man, I am so excited about this right now...
there are indeed some things that the plugin does, to utilize the available vram as good as possible, while also respecting texture limits; like preferring the octane "image" type for smaller images even if they are b/w (like for bumpmaps), or keeping only a single instance and type for each image, since mats often use the diffuse map for bump also (what of course wastes vram and maxes out the "floatimage" limit also).
one thing to note is, that octane itself "unites" texture maps; you can use the same image in as much different pin nodes you like - as long as you use the same node type (e.g. image/floatimage), it'll require the needed vram only once.
if you take streets of asia 2 for example, you'll find a whopping total of 243 materials in the surfaces tab, but in fact theses are only 62 different shaders, using a total of "only" 90 textures; means you can still render this without dropping maps out, and using a decent film size, the scene uses less than 400 megabytes vram - if the map assignment is optimized. of course a painful task if done by hand, but the plugin will do that for you
about ds4.5 instancing: since the new octane engine supports instancing, this will happen, but definitely not in v1.0
last but not least yes, all octane data is stored within the scene. the saved data is also interchangeable between ds versions, as long as studio itself can read the file...