Hey,kiwimage wrote:Thanks, you're right Jaberwocky, it was there : http://www.refractivesoftware.com/forum ... r+textures :kiwimage wrote:
@Kubo, yeah, I though about this too, it could be a solution, but it 'll be my last resort.
It can be very time consuming to do that, and not optimised in term of re-usability of the models.
I've gathered my textures to count them and I'm a bit surprised : I have only 41 JPGs and 15 PNGs in my scene + a few more in material macros from the live DB.
Jaberwocky wrote :
I recollect somewhere else in the forum that Radiance said that the maximum texture count in Cuda is 64 different Textures? So if this is still the case then Yes , it looks like your near or over the limit.
But now this limitation compromises a major project for me, on wich I've been working for months and wich is 80% finished. I may have to restart over...or not. So I need facts, I need more than "if it's still the case...". I need to know for sure if whether or not I have to completely change my workflow, if i have to switch to another rendering solution OR simply just change my drivers and Octane version, since they have upgraded to CUDA.4 (wich may imply improvements in terms of performance). That's why I ask Octane developpers, they must know for sure the capabilities and limitations of their software and of the CUDA technology.
Here are the maxima:
RGBA 32bpp LDR (png, jpeg etc..., image node): 64
Y 8bpp LDR (eg png grayscale, floatimage node): 32
RGBA 128bpp HDR (exr, image node): 4
Y 32bpp HDR (exr grayscale, floatimage node): 4
We can't do anything about this limitation for now, not with cuda 4.0 either...

Some tips:
* Use grayscale where needed, eg use a floatimage to load any image type regardless of colour on channels that don't require it, eg bump, spec, alpha etc...
* use alpha in a RGBA texture instead of another extra separate floatnode, eg you can load a RGBA png into one RGBA alphaimage node (for A) and one imagenode (for RGB), they will use the same texture internally of the 64 RGBA textures possible, as long as it's from the same image file (eg png).
* consolidate multiple textures into one larger image, recompute your UVs (some 3d packages offer tools to do this)
* use procedurals where appropriate (you can have an infinite amount), good for repetitive bump maps etc...
Radiance