Hi, i was wondering why does Octane only supports 64 different image textures, i know that this limitation comes directly from CUDA but it should be possible to overcome this problem.
Vray RT did it: we are also working with Vray RT (in Cuda mode) and this can handle hundreds of different image textures(but is slower than Octane).
I gues that Vray RT takes all the texture and assembles them into 1 large texture and maps the coordinates (etc)automatically.
Can this also be integrate with Octane , 64 different image textures is reeeeally by far not enough!!
Octane supports only 64 different image textures per scene
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And that´s the problem why every texture is converted into, i mean, 256x256px and the result is looking blurred.perry123 wrote: I gues that Vray RT takes all the texture and assembles them into 1 large texture and maps the coordinates (etc)automatically.
If you need it...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
this issue should really be resolved with workarounds at least - maybe there's a script for max that can do that
I personally never reached the 64 texture limit - which would bring me to this question - do you really need all those textures
- I always try to save time on the scene so I apply same material (at first) to all similar looking object materials on the scene - and from there on refine it - but most of the time it looks just as good - the shape of an object, the amount of glossiness and shadows and bumps make it look differently - I know there are certainly scenes that require many textures - but I wander how often people over do it - do you really need 10 different gradients of a similar looking material
I think there could be a solution among the game developing community - since they also deal with the same limitation (I guess)
http://forums.cgsociety.org/archive/ind ... 41152.html
which has a link to multi object unwrap script, maybe a solution?
If there's an open source script I'm sure it can be easily implemented into the octane plugin..
Material merger http://www.shawnolson.net/a/1819/material_merger.html - this one looks promising, but it's for standard materials which means octane materials probably wont work - well, it's a start then
I personally never reached the 64 texture limit - which would bring me to this question - do you really need all those textures
- I always try to save time on the scene so I apply same material (at first) to all similar looking object materials on the scene - and from there on refine it - but most of the time it looks just as good - the shape of an object, the amount of glossiness and shadows and bumps make it look differently - I know there are certainly scenes that require many textures - but I wander how often people over do it - do you really need 10 different gradients of a similar looking material
I think there could be a solution among the game developing community - since they also deal with the same limitation (I guess)
http://forums.cgsociety.org/archive/ind ... 41152.html
which has a link to multi object unwrap script, maybe a solution?
If there's an open source script I'm sure it can be easily implemented into the octane plugin..
Material merger http://www.shawnolson.net/a/1819/material_merger.html - this one looks promising, but it's for standard materials which means octane materials probably wont work - well, it's a start then
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
I support the option for moar textures. 32 grayscale is too low (I hit this limit a few times). At least give us the option to set the limits by ourselves.
(for some reason, polls still dont work)
(for some reason, polls still dont work)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Since I work in Daz Studio I run into this limitation all the time. The only workaround is to combine textures into a bigger image and change the UV mappings accordingly. The only time this fails is when a texture UV is tiled. I am looking forward to Kepler support so the texture counts double to 128/64.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
- teecee2107
- Posts: 210
- Joined: Thu Oct 28, 2010 6:45 pm
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I also run into texture limitation with greyscale very often. I agree with matej, it would be nice to be allowed to set the limits for every type of textures.
@Sighman : are you sure that with kepler architecture, the limitation is higher (64/128) ? And anyway, what about my Gtx580 ? I'm very pleased with it and don't intend to change ...
@Sighman : are you sure that with kepler architecture, the limitation is higher (64/128) ? And anyway, what about my Gtx580 ? I'm very pleased with it and don't intend to change ...
Core 2 Quad Q9400 | 8Gb | Zotac 580 GTX 3 Gb | Windows 7 64bits | Octane 1.11 | Nvidia Driver 310.70
I just posted an image with over 50 book covers in the resources and sharing forum:
http://render.otoy.com/forum/viewtopic.php?f=21&t=23257
Maybe this will help some of you out
http://render.otoy.com/forum/viewtopic.php?f=21&t=23257
Maybe this will help some of you out

Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram