TEXTURE NUMBER LIMITATION SOLVED ?

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perry123
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DOES OCTANE RENDER SOLVED FINALLY THE LIMITATION OF 32/64 ( DONT REMEMBER HOW MUCH ) TEXTURES LIMITATION ?
PLEASE ?
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gabrielefx
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perry123 wrote:DOES OCTANE RENDER SOLVED FINALLY THE LIMITATION OF 32/64 ( DONT REMEMBER HOW MUCH ) TEXTURES LIMITATION ?
PLEASE ?
yes for Kepler but always limited

only Quadro+Tesla can use unlimited textures (cuda 5.0) and optimized kernel.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
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glimpse
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The limitation still exists, though with kepler cards You can store a bit more pluss their vRam is bit bigger =)
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abstrax
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The current limitation on pre-Kepler GPUs is:
- 64 LDR RGBA textures
- 32 LDR greyscale textures
- 4 HDR RGBA textures
- 4 HDR greyscale textures

The current limitation on Kepler GPUs is:
- 144 LDR RGBA textures
- 68 LDR greyscale textures
- 10 HDR RGBA textures
- 10 HDR greyscale textures

Kepler GPUs also provide the concept of "unlimited textures" which is unfortunately not so easy to integrate into Octane without breaking the code for pre-Kepler GPUs, but I think eventually the texture limitation will go completely. Even now it's not that easy to hit the limitation on Kepler GPUs.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
deadakos
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Hi,
Does this mean that for example I can use EITHER 64 LDR RGBA texture OR 32 LDR greyscale,or people can use 64+32 at the same time? Or what?
Thanks
i9-9900K | 32GB RAM | 1x RTX 3080 + 1x GTX 1080 | Win11pro 64bit
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FooZe
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They are separate limits.
So you can have 144 LDR RGBA + 68 LDR greyscale + 10 HDR RBGA etc

Which is why it helps to load bump maps as greyscale, so that they don't eat into the 144 RGBA texture slots

Thanks
Chris.
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mbetke
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Even now it's not that easy to hit the limitation on Kepler GPUs.
I though the same and then did a simple model+model bookmanager setup and 70 textures were used only for book textures. ;)
interior shots really eat them away.


But I have a question too:

How many material without any textures can I have? Unlimited? I'M a bit afraid I will run into a sudden stop somewhere.
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FooZe
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There will be some limitation for material number (whether it be VRAM limit, array size limit or some other limit), but it will most likely be massive, your scene will probably grind to a hault before you get to this limit.

Nobody has ever mentioned it or had problems with this kind of limit. I'm guessing off the top of my head that it would be 10's of thousands or possibly even up into the millions. (i have never tried it because i have never had the need to so this is purely speculation).

Thanks
Chris.
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mbetke
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Yes it is indeed hard to hit a limit. often materials repeat on othe obejcts.

For the books I bake out an atlas texture which worked very nice. So I can have 20 textures on one texture with a handy maxscript.
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