I'm trying to work out what textures are being loaded into Octane Render plugin when I add an object.
The texture categories RGB 32bit and Gray 8bit are being filled up when I load an object or figure. I've worked out that deleting DAZ textures and using OR materials can reduce the number of RGB 32bit textures but what textures are filling up the Gray 8bit slots?
Are these bump maps or specular images? What I'm trying to work out is how to reduce textures in all categories when necessary. So, for example, can I delete bump maps and specular images from DAZ figures? If so, will this reduce the Gray 8bit load without affecting how the figure looks?
I'm trying to understand what Gray 8bit textures are used for and if they are necessary for the Octane Render plugin to produce a good render?
Texture Categories
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- Spectralis
- Posts: 561
- Joined: Thu Jun 06, 2013 10:21 pm
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
Greyscale image maps are used in DS for: bump, displacement, specular strength and opacity. (I think that's all). Octane 1.2 (also 1.5) does not handle displacement so those maps can (and will be) be ignored. In general, though, a map is there for a reason - you may be able to drop a bump map of something in the distance. The map type I'd be more inclined to drop would be the specular strength, but I'd want to check a with/without render first to get an idea of what would change.
- SiliconAya
- Posts: 178
- Joined: Tue Jul 30, 2013 12:00 pm
- Location: Australia
In addition you can use the Textures tab to quickly change what basic type a image is set to.
For example if you run out of 8bit grey, which is very easy to do, but have lots of spare room for 32bit RGB, you can change some of the textures from the floatimage type to the image type. I don't believe this affects the render at all, just how much memory is used, as the floatimage type uses less gfx card RAM than image type, so keep that in mind if you don't have much gfx RAM free.
You can also use the materials column in the textures tab to see where a texture is used, if you mouse over that column it will pop up a list of surfaces and the node (eg bump, diffuse, transmission etc) the texture is assigned too.
For example if you run out of 8bit grey, which is very easy to do, but have lots of spare room for 32bit RGB, you can change some of the textures from the floatimage type to the image type. I don't believe this affects the render at all, just how much memory is used, as the floatimage type uses less gfx card RAM than image type, so keep that in mind if you don't have much gfx RAM free.
You can also use the materials column in the textures tab to see where a texture is used, if you mouse over that column it will pop up a list of surfaces and the node (eg bump, diffuse, transmission etc) the texture is assigned too.
- Spectralis
- Posts: 561
- Joined: Thu Jun 06, 2013 10:21 pm
Thanks so much. I always learn a lot from these threads. I'm gradually understanding much more about textures and lighting in OR.
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.