Kavorka presents a simple solution like set up all textures inside one file and just move around UVW space on a object
now, that's a good workaround - but it will not work optimally in every case or for everyone, but still it will work with any 3d package (apart the cad tools that cannot really manipulate UVW maps, like rhino or autocad)
I am guessing this is going to be up to a script exporter, or to nvidia-s upgrades to CUDA
Octane supports only 64 different image textures per scene
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3dmax, zbrush, UE
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Octane dearly needs to have more flexible texture mapping techniques. Especially multiple UV coordinate sets per texture. Explanation why this is useful in this (and others) contexts:
Here are two textures used in my current project, the knight captain. The model is of course exactly uv-mapped. The left one is a bump map, almost completely full with detail. The other is an alpha-map used to define breathing holes in the helmet. Now I'm using up to 8k size for some of the maps (normal, bump, mix) because I need to have detailed close ups. Consequentially the alpha map must also be in hi-res (4k in my case), else if I scale it down too much, the "breathing holes" will become just pixels. As you can see the alpha map is for the most part a complete waste of ram and nothing can be done about it, because Octane has only very basic texture mapping tools.
This problem could be easily solved with multiple UV coordinate sets for a mesh, that can be defined per texture (one UV set per texture). This way I could:
1.) By using a second UV set of the helmet mesh for the alpha map, shrink down the texture to just that region (say 512 x 512 px would be enough), thus saving VRAM.
2.) Use the empty space for other textures, thus saving texture count (the issue of this thread).
Irregardless of what Nvidia does with CUDA architecture, most of our problems can be solved or alleviated by Octane developers. More flexible texture mapping falls in the category of "VRAM usage optimizations" - which should be top priority for Octane development, considering the memory-limited platforms Octane uses for rendering.
Here are two textures used in my current project, the knight captain. The model is of course exactly uv-mapped. The left one is a bump map, almost completely full with detail. The other is an alpha-map used to define breathing holes in the helmet. Now I'm using up to 8k size for some of the maps (normal, bump, mix) because I need to have detailed close ups. Consequentially the alpha map must also be in hi-res (4k in my case), else if I scale it down too much, the "breathing holes" will become just pixels. As you can see the alpha map is for the most part a complete waste of ram and nothing can be done about it, because Octane has only very basic texture mapping tools.
This problem could be easily solved with multiple UV coordinate sets for a mesh, that can be defined per texture (one UV set per texture). This way I could:
1.) By using a second UV set of the helmet mesh for the alpha map, shrink down the texture to just that region (say 512 x 512 px would be enough), thus saving VRAM.
2.) Use the empty space for other textures, thus saving texture count (the issue of this thread).
Irregardless of what Nvidia does with CUDA architecture, most of our problems can be solved or alleviated by Octane developers. More flexible texture mapping falls in the category of "VRAM usage optimizations" - which should be top priority for Octane development, considering the memory-limited platforms Octane uses for rendering.
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
Any time you import characters from Daz or Poser, you're going to use up a lot of texture slots. I just loaded an old V3 figure and exported it to Octane, the model uses 4 diffuse maps (head, body, eyes, and teeth/gums). If I open the same figure in Octane, it uses 32 texture slots - one for the feet, one for the legs, one for the hip, abdomen, chest, collar, shoulder, forearm, hand and so on. The thing is, all these texture groups use the same map! I hate to think how many elements V4 is made of.
Can Octane be configured so all the elements sharing a common map, are put together and only use up one texture slot?
Can Octane be configured so all the elements sharing a common map, are put together and only use up one texture slot?
Windows 10 Pro 64-bit, i5-4670K @ 3.4Ghz, 32GB RAM, GTX1060 (6GB).