Hi guys!
I would like to ask You about Your experiences with optimising scenes for rendering in Octane.
This question is quite important for me, because as I am writing this message I am struggling
with scene which has problem with being rendered due to probably not enough Ram on my graphics card.
I am asking about this here, because I haven't found any info over the internet as if the topic would not exist -
so now it does for sure:D
I have done what I could to make my scene use less of a the memory, but still I am having some trouble,
and I really wouldn't like to to cut anymore on the quality of my animation. I have already:
- optimised the geometry as much as i could, by reducing the amount of polygons.
- reduced the size of my textures, by getting rid of layers, and by cutting the image so it better fits
the UV outlines.
- reduced the amount of subdivisions, on my sub-d generator.
- Used a lot of objects as an instances.
So now I am out of ideas, and maybe You have some? What in Your opinion has the greatest impact on the amount
of graphics card memory? What are the best practices with working with Octane?
Thanks in advance !!!
Cheers,
Luke
Optimising the scense
Moderators: ChrisHekman, aoktar
// Behance: https://www.behance.net/LukaszKondek //
- Octane v3
- 1x Geforce 980 Ti , and 1x 570 GTX
- Octane v3
- 1x Geforce 980 Ti , and 1x 570 GTX
how much vram you are talking about?
your tweaks are good to optimise. Biggest impact is texture count and sizes. Also very big triangle counts.
If you have only one gpu, it will share by system and octane. This is not good
If you have only one gpu, it will share by system and octane. This is not good
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
@ aoktar: maybe this is the right place to ask:
if i use the same image texture in 4 materials.
2x set to 'type' 'normal' and 2x set to 'type' 'float'. all 4 are uv-tranformed differently. does it count only 1 time for vram or 4 times?
@ lukas8410 : for me reducing texturesize by half or quarter on sizes like 512/1024/2048 made huge impacts on vram savings and in case of 'c4d-shader to texture' im baking my noises/layer quite often and scale them to 512/1024/2048 in photoshop according to my needs.
if i use the same image texture in 4 materials.
2x set to 'type' 'normal' and 2x set to 'type' 'float'. all 4 are uv-tranformed differently. does it count only 1 time for vram or 4 times?
@ lukas8410 : for me reducing texturesize by half or quarter on sizes like 512/1024/2048 made huge impacts on vram savings and in case of 'c4d-shader to texture' im baking my noises/layer quite often and scale them to 512/1024/2048 in photoshop according to my needs.
i suppose that octane does a optimisation for finding same textures and uses one copy. But if you set some of float but other is normal, this can cause a extra copy. It's completely internal stuff. It's easy to check, just compare the used memory of gpus.momade wrote:@ aoktar: maybe this is the right place to ask:
if i use the same image texture in 4 materials.
2x set to 'type' 'normal' and 2x set to 'type' 'float'. all 4 are uv-tranformed differently. does it count only 1 time for vram or 4 times?
@ lukas8410 : for me reducing texturesize by half or quarter on sizes like 512/1024/2048 made huge impacts on vram savings and in case of 'c4d-shader to texture' im baking my noises/layer quite often and scale them to 512/1024/2048 in photoshop according to my needs.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Thanks for the answers guys ! 
enigmasi - Well we're talking about quite small amount actually
I've got Ge-Force GTX 570, so it's about 1280 MB if I am not wrong.
But of course soon I am planning to expand the capabilities of my PC
in this matter, because Octane kicks ass
Aoktar, it's strange because I was trying to observe differences
when reducing polygons amounts, and comparing them to reduction of
textures size (memory wise not resolution), and the geometry was almost
always winning. Although I must admit that for my graphics card I am
creating quite complicated geometry
momade - Thanks for the tip, although this time I would rather prefer to stay
with actual resolutions
Cheers,
Luke

enigmasi - Well we're talking about quite small amount actually
I've got Ge-Force GTX 570, so it's about 1280 MB if I am not wrong.
But of course soon I am planning to expand the capabilities of my PC
in this matter, because Octane kicks ass

Aoktar, it's strange because I was trying to observe differences
when reducing polygons amounts, and comparing them to reduction of
textures size (memory wise not resolution), and the geometry was almost
always winning. Although I must admit that for my graphics card I am
creating quite complicated geometry

momade - Thanks for the tip, although this time I would rather prefer to stay
with actual resolutions

Cheers,
Luke
// Behance: https://www.behance.net/LukaszKondek //
- Octane v3
- 1x Geforce 980 Ti , and 1x 570 GTX
- Octane v3
- 1x Geforce 980 Ti , and 1x 570 GTX