Playing around
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Any images already published on the gallery will be removed if the original author asks us to do so.
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This is necessary to avoid this forum being flooded by spam.
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Very nice render, very good work with shaders...
Vista 64 , 2x Xeon 5440 - 24GB RAM, 1x GTX 260 & I7 3930 water cooled - 32GB RAM, 1 x GTX 480+ 1x8800 GTS 512
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
There is a limit on the amount of image textures, this is a hardware constraint.GeoPappas wrote:So are you saying that 70 textures is the limit in Octane? If so, is this a hard numeric limit? Or is this a limit because of GPU memory?
However, you may use as many instances of the same image texture,
and you can create as much materials as you like, and you have no limits on procedurals.
In case this is not enough, you can always stich together some textures and modify UV maps to use one larger texture.
we're working on improving this.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
I want to make sure I understand this correctly. You are saying it is a hardware limit, that Octane itself does not limit the number of image textures. Correct? I am assuming then that CUDA is limited, and any GPU based renderer that uses CUDA will have this issue.radiance wrote:There is a limit on the amount of image textures, this is a hardware constraint.GeoPappas wrote:So are you saying that 70 textures is the limit in Octane? If so, is this a hard numeric limit? Or is this a limit because of GPU memory?
However, you may use as many instances of the same image texture,
and you can create as much materials as you like, and you have no limits on procedurals.
In case this is not enough, you can always stich together some textures and modify UV maps to use one larger texture.
we're working on improving this.
Radiance