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Octane supports only 64 different image textures per scene
Posted: Wed Aug 29, 2012 10:14 am
by perry123
Hi, i was wondering why does Octane only supports 64 different image textures, i know that this limitation comes directly from CUDA but it should be possible to overcome this problem.
Vray RT did it: we are also working with Vray RT (in Cuda mode) and this can handle hundreds of different image textures(but is slower than Octane).
I gues that Vray RT takes all the texture and assembles them into 1 large texture and maps the coordinates (etc)automatically.
Can this also be integrate with Octane , 64 different image textures is reeeeally by far not enough!!
Re: Octane supports only 64 different image textures per sce
Posted: Wed Aug 29, 2012 11:04 am
by face
perry123 wrote:
I gues that Vray RT takes all the texture and assembles them into 1 large texture and maps the coordinates (etc)automatically.
And that´s the problem why every texture is converted into, i mean, 256x256px and the result is looking blurred.
If you need it...
face
Re: Octane supports only 64 different image textures per sce
Posted: Wed Aug 29, 2012 11:11 am
by acc24ex
this issue should really be resolved with workarounds at least - maybe there's a script for max that can do that
I personally never reached the 64 texture limit - which would bring me to this question - do you really need all those textures
- I always try to save time on the scene so I apply same material (at first) to all similar looking object materials on the scene - and from there on refine it - but most of the time it looks just as good - the shape of an object, the amount of glossiness and shadows and bumps make it look differently - I know there are certainly scenes that require many textures - but I wander how often people over do it - do you really need 10 different gradients of a similar looking material
I think there could be a solution among the game developing community - since they also deal with the same limitation (I guess)
http://forums.cgsociety.org/archive/ind ... 41152.html
which has a link to multi object unwrap script, maybe a solution?
If there's an open source script I'm sure it can be easily implemented into the octane plugin..
Material merger
http://www.shawnolson.net/a/1819/material_merger.html - this one looks promising, but it's for standard materials which means octane materials probably wont work - well, it's a start then
Re: Octane supports only 64 different image textures per sce
Posted: Wed Aug 29, 2012 11:43 am
by matej
I support the option for moar textures. 32 grayscale is too low (I hit this limit a few times). At least give us the option to set the limits by ourselves.
(for some reason, polls still dont work)
Re: Octane supports only 64 different image textures per sce
Posted: Thu Aug 30, 2012 4:15 am
by Sighman
Since I work in Daz Studio I run into this limitation all the time. The only workaround is to combine textures into a bigger image and change the UV mappings accordingly. The only time this fails is when a texture UV is tiled. I am looking forward to Kepler support so the texture counts double to 128/64.
Re: Octane supports only 64 different image textures per sce
Posted: Thu Aug 30, 2012 7:07 am
by petermax
64 textures is a pain in the behind!!! ... I always run into this texture limit issue. For gods sake create a work around like Vray RT!!
Re: Octane supports only 64 different image textures per sce
Posted: Thu Aug 30, 2012 8:51 am
by perry123
Thanks for your reactions so far, but pls keep on responding so the guys at Octane know how bad we need this issue to be solved!
Re: Octane supports only 64 different image textures per sce
Posted: Thu Aug 30, 2012 9:12 am
by teecee2107
I also run into texture limitation with greyscale very often. I agree with matej, it would be nice to be allowed to set the limits for every type of textures.
@Sighman : are you sure that with kepler architecture, the limitation is higher (64/128) ? And anyway, what about my Gtx580 ? I'm very pleased with it and don't intend to change ...
Re: Octane supports only 64 different image textures per sce
Posted: Thu Aug 30, 2012 1:04 pm
by kavorka
I just posted an image with over 50 book covers in the resources and sharing forum:
http://render.otoy.com/forum/viewtopic.php?f=21&t=23257
Maybe this will help some of you out

Re: Octane supports only 64 different image textures per sce
Posted: Thu Aug 30, 2012 4:52 pm
by perry123
Sometimes 3d designers dont have the time to use and st multiples textures in diferenc channels: We just make the texture and apply it... we are always running. Thats why we need to have some similar technique that Vray RT has, in Octane.