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indexofrefraction
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ah.. some holidays for new energy is also good sometimes , aoktar :)
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aoktar
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Hi everybody,
I'm just wanting to share some screen shots for next release. Maybe good to hear some opinions about incoming "Texture Manager" and also for improvements of Node Editor.
Texture manager can show VRAM consumptions for per textures. Also for HDRs, displacement and render texture of C4D shaders.

Best,
Ahmet
Attachments
a3.jpg
a2.jpg
a1.jpg
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Brilliant. All of it. :shock: :D
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This looks really great!
Thanks.
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pxlntwrk
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Hi ,
looks nice :D
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rodross
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Texture manager is one of the exact things I've been waiting for.
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sadece
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useful additions. silence before storm :)
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brasco
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Great work Ahmet, looking forward to using the nodes.
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ralf_breninek
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Great tool to improve your scene performance and finding problems easier, thanks Ahmet :)

Seomething I find strange is that some images are listed multiple times, like in the middle of the first screenshot "yol.tif" I do not think that this single image really takes up 135mb of VRAM only because it has been used three times, or does it? If it only uses 45mb listing it only once might be enough maybe, or is there another reason to show it several times then?
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aoktar
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ralf_breninek wrote:Great tool to improve your scene performance and finding problems easier, thanks Ahmet :)

Seomething I find strange is that some images are listed multiple times, like in the middle of the first screenshot "yol.tif" I do not think that this single image really takes up 135mb of VRAM only because it has been used three times, or does it? If it only uses 45mb listing it only once might be enough maybe, or is there another reason to show it several times then?
Thanks. For additional info about how Octane works with images: It has some optimisations to avoid more vram usage. Ex. if you use a image at different slots, will only use one copy of this image. But if you use it with different mode, ex. "Float" and "Normal". This will cause to create a additional copy. This valid for direct access to images by the paths. But if we register them by ram buffer method, each copy will spend extra vram. When we use buffer system? With C4D shaders->render textures or using the layers of some PSDs. I hope that's not so much confusing.
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