Getting real mad now

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TheOracle
Licensed Customer
Posts: 71
Joined: Sat Jun 04, 2011 9:14 pm

Jesus how frustrating.
I have to make a bunch of ads for a large project.
In 4 ads in a row i could not use octane (when i wanted to) because of the
"Maximum number of 8bpp Y textures reached" error sign.

I cannot use only procedural materials for the stuff that i have to make for this project.
Jees can't anybody think of, or suggest a workaround for this?

* Maybe rewrite code to give this error but still open with missing images in it. ( and not fucking octane up to the point you have to close it)
* Maybe the octane gods keep this in mind in next update in some other way?
* Maybe someone has found a workaround for this?

Pleasy any imput is welcome.
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kubo
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well, some simple workarounds are.

I never use textures images in my modeling app, just 1 or 2 for uvmap scaling, later on in octane I do add the real ones and adjust scale as needed, say I add uvmaps for the materials needed and some of them I use a 5x5m for pavement and later in octane I add the map, that way I can control better, how many textures I've got in the scene. (althou a counter for this wouldn't hurt -hint-hint-).

I pack some of the lower res textures in a bigger res one, say 4 512x512 images in a single 1024x1024 one. You can use commercial plugins or do it manually (which is what I do, is not much work anyways) and try to reuse as much as posible the textures
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Refracty
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Try to combine objects and apply one map to the combined version.
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

TheOracle wrote:Jesus how frustrating.
I have to make a bunch of ads for a large project.
In 4 ads in a row i could not use octane (when i wanted to) because of the
"Maximum number of 8bpp Y textures reached" error sign.

I cannot use only procedural materials for the stuff that i have to make for this project.
Jees can't anybody think of, or suggest a workaround for this?

* Maybe rewrite code to give this error but still open with missing images in it. ( and not fucking octane up to the point you have to close it)
* Maybe the octane gods keep this in mind in next update in some other way?
* Maybe someone has found a workaround for this?

Pleasy any imput is welcome.
as this is a cuda limit, afaik only nvidia can change things here. but from my experience a scene still renders, even if these errors come up, but you may need to click away a few of them (or more), because the error pops up for every loaded image above the limit (and this one bugs me too).

one workaround would be to load grayscale textures as 32bpp images instead 8bpp floatimages, because the 32bpp limit is higher. if you have maxed out the 32bpp limit too, you may create a texture atlas; there are some tools out there to do this, like this one from nvidia: http://developer.nvidia.com/content/texture-atlas-tools
The obvious is that which is never seen until someone expresses it simply

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TheOracle
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Posts: 71
Joined: Sat Jun 04, 2011 9:14 pm

I just tested renders like indigo render and no problem with my large textures scenes, they just open en start rendering.
Someone else (our other office) created the scenes for me (with textures) so having to redo every material from scratch is not what i want out of my render engine.

My task is mainly to animate and direct, so i'm myself not very familliar with uv maps combining etc.

And no, my scenes do not show after this error message. Just keep showing grey blank screen.
This problem is a pain in the ass.

I don't care Nvidia is to blame. It's octane's task to get us to be able tu use this tool.
Maybe make the script save and recreate materials while exportorting or so (so it's not imported at once.) I don't care.
Just want to be able to open scenes we invested lots of time and money in.

If i can't use octane in 4 projects out of 5 it makes octane a second rank render engine (even with it's incredible possibilities)
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

TheOracle wrote:I don't care Nvidia is to blame. It's octane's task to get us to be able tu use this tool.
now refractive only needs to buy nvidia to get rid of that limitation :roll:

octane is exclusively developed to work with cuda acceleration and is therefore bound to what nvidia provides. if this is not sufficient for what you want to achieve, it's imo not useful to blame anybody for anything. it's like blaming a car for that it can't fly ;)

imho it would'nt be a good idea to make something automated in this case, because only a human is able to decide when and what possible workaround is useful to deal with that limitations; because you may reach the total texture limit next. or the vram limit - it's a limited world we live in...

ps: to replace some floatimages with 32bpp images (what may help) is not that time-consuming; or you can try just to disconnect some of the floatimages; you don't even need to delete them from the scene - just disconnect node(s) till that message does'nt come up any longer, and the scene should be rendering.
The obvious is that which is never seen until someone expresses it simply

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convergen
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Joined: Mon Mar 28, 2011 1:57 am
Location: Adelaide, Australia

I believe the limitation is on how many textures you can have, not how large they are... that being said... you could combine 4 textures into one texture map, taking up the same amount of RAM space on the GPU but only consuming 1/4 the number of textures. You will just have to align the UV maps up correctly.
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steveps3
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Is it just me that sees the irony in someone who calls themselves the Oracle not being able to do something and asking for help? Quite agressively I might add.
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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

convergen wrote:I believe the limitation is on how many textures you can have, not how large they are... that being said... you could combine 4 textures into one texture map, taking up the same amount of RAM space on the GPU but only consuming 1/4 the number of textures. You will just have to align the UV maps up correctly.
This. Scaling down and repositioning your UV grids also takes 3.574 seconds... (atleast in Blender :))
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mbetke
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Whats the error about? Didn't even heared about it.
Is there a limit of textures I can use in my scene? It's interesting to keep in mind for scene setup.

I have to agree a bit the "TheOracale" here. If I need additional time to set up a scene for a renderer with converting textures or doing another scene setup the benefit of saving time with rendering over my GPU is melting away. The saved time just flows into other tasks.
Best workflow is where you have just to press "export" and it works. I need some time to re-assign all my textures and material in the renderer itself wich is costing time too always. But I think the product will progress very nice like it did over the last months. :)
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