Getting real mad now
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There is a limitation on the number of texture objects CUDA can handle, I don't remember the exact numbers (look it up in the manual), but in reality this is not a limitation, because you can merge the textures if needed be. This is a Nvidia/CUDA thing, so blaming RS or Octane for it is like blaming them for the limited amount of RAM on today's GPUs.
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cgmo.net
cgmo.net
Not so. This is not limitation of ABILITY, but limitation of CONVENIENCE of programming. This limitation can be avoided by programmer IMHO.matej wrote:There is a limitation on the number of texture objects CUDA can handle...
I wrote about it HERE.
There must be a valid reason RS complied to that kind of programming. But anyway, in reality, how often do users bump in to this problem? I never have and I do image-texture intensive rendering.
Unless you have lots of small textures and a "special" texturing workflow, you won't have problems with this.
Unless you have lots of small textures and a "special" texturing workflow, you won't have problems with this.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
I had this problem in several scenes, so it happens and it is extremely annoying. The solution in such case is to try to reuse rue textures and use procedurals.matej wrote:There must be a valid reason RS complied to that kind of programming. But anyway, in reality, how often do users bump in to this problem? I never have and I do image-texture intensive rendering.
Unless you have lots of small textures and a "special" texturing workflow, you won't have problems with this.
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Yes,
2 with complete cities and 3 complex motion graphics pieces.
+ Like i said, i don't know how to change ena create UV maps, so that's no solution to me. (my collegue who was alreaddy paid did this)
And then again, it renderd in many other external renderes like 'Indigo' just fine. So why can't octane get inspired by that?
So if Nvidia gives some trouble, don't make the basic code dependent on that.
I just want to animate what i have to animate and render. I would not get mad if this happend just once in a long time.
Like i said in the beginning in 4 out of 5 projects i had to do recently!But anyway, in reality, how often do users bump in to this problem?
2 with complete cities and 3 complex motion graphics pieces.
+ Like i said, i don't know how to change ena create UV maps, so that's no solution to me. (my collegue who was alreaddy paid did this)
And then again, it renderd in many other external renderes like 'Indigo' just fine. So why can't octane get inspired by that?
So if Nvidia gives some trouble, don't make the basic code dependent on that.
I just want to animate what i have to animate and render. I would not get mad if this happend just once in a long time.
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i know this is OT, but you do realize you're using beta software? problems are to be expected in the state octane is in and rs guys are working on fixes and adding new stuff all the time. raging about your problem wont help, either find a way to make use of suggestions other members posted or stick with non-beta rendering engines for your work
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if octane gives some trouble, don't make your professional work dependent on that.TheOracle wrote:So if Nvidia gives some trouble, don't make the basic code dependent on that.
sorry if that sounds rude, but if you - or whoever decided it - uses a specific piece of software for a job, he should know about its limitations. and there are always some...
„The obvious is that which is never seen until someone expresses it simply ‟
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- tehfailsafe
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It sounds like your collegue is freelance, no? If so It seems the modeller would be responsible for making his files in a workable format for the renderer ( ie. whatever you tell him it needs to be ). If your job is to animate / render / direct, then direct. If you don't know how to layout uv's surely he does ( as he did already ). Provide him the specs you need ( combine 4 512x512 textures into 1 1024x1024 texture ) and he should have to accommodate to the requirements.
Several times I've had to adjust work because the guy running the final composite couldn't figure out how to correctly apply the UV pass in AE, so I had to re-render out the overlay graphic without the model. And I'm about to do yet another one on that same project because now it needs a TM next to the logo...
Several times I've had to adjust work because the guy running the final composite couldn't figure out how to correctly apply the UV pass in AE, so I had to re-render out the overlay graphic without the model. And I'm about to do yet another one on that same project because now it needs a TM next to the logo...
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