DOES OCTANE RENDER SOLVED FINALLY THE LIMITATION OF 32/64 ( DONT REMEMBER HOW MUCH ) TEXTURES LIMITATION ?
PLEASE ?
TEXTURE NUMBER LIMITATION SOLVED ?
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- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
yes for Kepler but always limitedperry123 wrote:DOES OCTANE RENDER SOLVED FINALLY THE LIMITATION OF 32/64 ( DONT REMEMBER HOW MUCH ) TEXTURES LIMITATION ?
PLEASE ?
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
The limitation still exists, though with kepler cards You can store a bit more pluss their vRam is bit bigger =)
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
- 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
I though the same and then did a simple model+model bookmanager setup and 70 textures were used only for book textures.Even now it's not that easy to hit the limitation on Kepler GPUs.

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.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
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.
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.
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.
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.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2