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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

Posted: Sun Mar 16, 2014 11:04 pm
by mdharrington
Think I have a bug here....

I am working on a camera tracking scene...lots of textures

I have some bushes with alpha cutouts...

When those materials are enabled....the surrounding textures go grey...

Everything is TIFF....I just used the same image for alpha and color....
the bushes are on 3 separate objects and the ground is on 2 (2 that you see gray anyway)
IPR_image no alpha.jpg
IPR_image alpha on bushes.jpg

Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

Posted: Sun Mar 16, 2014 11:10 pm
by mdharrington
just tried cloning the textures in question....and changing there alpha settings...
instead of using the same texture for color and alpha....

same issue

Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

Posted: Sun Mar 16, 2014 11:16 pm
by mdharrington
is it possible this is just hitting a memory limit on my video cards?

these are large textures...

EDIT:

It appears this is a vid card memory limit....

its an old scene...some textures are 8k and a few are 4k :mrgreen:
before I had to worry about octane limits

Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

Posted: Sun Mar 16, 2014 11:38 pm
by mdharrington
EDIT 2

seems this was more of a limit with rgb64 limit....

in the octane IPR it appears to only allow 4 rgb64 textures...while rgb32 is 64 textures

Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

Posted: Mon Mar 17, 2014 10:48 am
by juanjgon
Yes, the number of textures are limited by the CUDA architecture. In the GTX 6xx and 7xx you can only have 10 floating RGB textures plus other 10 floating gray textures. In older GPUs this numbers are even low.

-Juanjo

Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

Posted: Mon Mar 17, 2014 11:08 am
by BorisGoreta
You can always combine several textures into one.

Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

Posted: Mon Mar 17, 2014 6:27 pm
by mdharrington
I just converted them to 8 bit Tiffs for tex with transparency and jpeg without.....and problem solved....

actually a good testament to how many large textures you can load into a scene...

I have 1x8k texture, 1x6k, 2x4k, and probably 4-5 2k, and about 15 1k textures....

They all load no problem....just a little limited on the FP textures on my system

Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

Posted: Tue Mar 18, 2014 4:51 am
by funk
Just reporting another small issue:

When using an octane texture image node, browsing for images doesnt show .ies files by default. I know they arent technically images, but the standalone displays them when you browse from a "greyscale image" node.

Its easy enough to set the OS dialog box to 'all files', but I think you should be showing IES files be default

Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

Posted: Tue Mar 18, 2014 9:22 am
by CANDITO
Hello,

when using a background image in the LW compositing panel,
things get very slow in the ipr, not the rendering but
the pan/zoom functions, even with a very small image in the background.
I don't know if it's an issue or the normal behavior of the IPR.
Is there a way to speed things up? my gpus are already fully dedicated to Octane,
display is handled by the mothercard.
Thanks

Olivier

Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

Posted: Tue Mar 18, 2014 9:36 am
by juanjgon
CANDITO wrote:Hello,

when using a background image in the LW compositing panel,
things get very slow in the ipr, not the rendering but
the pan/zoom functions, even with a very small image in the background.
I don't know if it's an issue or the normal behavior of the IPR.
Is there a way to speed things up? my gpus are already fully dedicated to Octane,
display is handled by the mothercard.
Thanks

Olivier
Yes, the problem is that the plugin compositing functions are done by the plugin itself in the CPU, after get the Octane frame buffers and for each frame. We can't use yet (AFAIK) the native Octane background feature. This compositing functions are slow to be done in realtime and this is why you have poor performace when compositing is enabled.

-Juanjo