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Re: Playing around

Posted: Fri May 28, 2010 2:32 pm
by andrian
Very nice render, very good work with shaders...

Re: Playing around

Posted: Fri May 28, 2010 2:38 pm
by radiance
awesome render ;)
hope you don't mind i stick it in our gallery ?

Radiance

Re: Playing around

Posted: Fri May 28, 2010 3:02 pm
by AdA
Sure

Re: Playing around

Posted: Fri May 28, 2010 4:25 pm
by GeoPappas
Ad&A wrote:I rather think there is a limit in octane number of textures ( materials)
I can't load any more texture (...maximum number of 32bpp textures...)
How many textures are you loading?

Re: Playing around

Posted: Mon May 31, 2010 5:20 am
by AdA
We are talking about 80 textures in C4D. In octane I get rid of 10 of them.
Again Paul Russam's church, now with stained glass.

Re: Playing around

Posted: Mon May 31, 2010 10:27 am
by GeoPappas
So are you saying that 70 textures is the limit in Octane? If so, is this a hard numeric limit? Or is this a limit because of GPU memory?

Re: Playing around

Posted: Mon May 31, 2010 10:46 am
by radiance
GeoPappas wrote:So are you saying that 70 textures is the limit in Octane? If so, is this a hard numeric limit? Or is this a limit because of GPU memory?
There is a limit on the amount of image textures, this is a hardware constraint.
However, you may use as many instances of the same image texture,
and you can create as much materials as you like, and you have no limits on procedurals.

In case this is not enough, you can always stich together some textures and modify UV maps to use one larger texture.
we're working on improving this.

Radiance

Re: Playing around

Posted: Tue Jun 01, 2010 7:18 am
by AdA
abstrax:
Thank you again.
With C4D exporter I have no more problems with smoothing groups.
Also I noticed a great impromvement of specular materials. I dont understand yet why but I will do more tests.

Re: Playing around

Posted: Mon Aug 30, 2010 10:23 pm
by Zaphod
radiance wrote:
GeoPappas wrote:So are you saying that 70 textures is the limit in Octane? If so, is this a hard numeric limit? Or is this a limit because of GPU memory?
There is a limit on the amount of image textures, this is a hardware constraint.
However, you may use as many instances of the same image texture,
and you can create as much materials as you like, and you have no limits on procedurals.

In case this is not enough, you can always stich together some textures and modify UV maps to use one larger texture.
we're working on improving this.

Radiance
I want to make sure I understand this correctly. You are saying it is a hardware limit, that Octane itself does not limit the number of image textures. Correct? I am assuming then that CUDA is limited, and any GPU based renderer that uses CUDA will have this issue.