Textures in Octane

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tungee
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I have a question.
I have a scene with a lot of Textures.
All textures that i used for my Octane scene have approx. 10mb on my Diskspace.
All are pngs, an uncompressed Pictureformat.
But after loading in octane the textures takes the half of my Vram(512 MB)!
Did i something wrong, Radiance?
Last edited by tungee on Tue Jun 29, 2010 6:56 pm, edited 2 times in total.
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Proupin
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You have to account for geometry and render resolution, too!
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GeoPappas
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tungee wrote: All are pngs, an uncompressed Pictureformat.
PNGs are actually compressed. So what you are probably seeing is their uncompressed size in memory (which is probably much larger).

See here for more info on PNG:

http://en.wikipedia.org/wiki/Portable_Network_Graphics
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tungee
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Ok Thanx Geopappas,
that means lossless compression is useless in Octane, because Octane will convert it to an internal Tiff-like uncompressed Format?

Bythe way here are my snapshots:

Image
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tungee
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Ok, Compressed RGB pictures seems to getting big in octane.
But if i import an greyscale bump or specular map, is there an option to reduce their import of these images. Is there a greyscale import in Octane?
My Bumpmaps are in RGB-mode uncompressed appor. 24mb, an greyscale tiff image is about 8MB!
Any tips?
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tungee
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Ok i read the manual.
here is the salvation :P ;

Image
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radiance
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hi, PNG is compressed, octane stores non-compressed data in memory.
to load an image and store it as black and white, thereby using only 1/4th of the image space in your GPU, load the image as a 'floatimage' node instead of an 'image' node.
that will give you a much more compact black and white version of any file you open (even coloured jpgs) and is good for specular, bump etc maps.

Radiance
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tungee
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I tried it out!
My texture-ram-consumption has gone from 144 mb to 92 mb!
37% less Texture Ram! yay! ;)
Nice to see radiance,
that you implemented a solid base for Octane!
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tungee
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A quick question:

What is better in vram economical manner?
An identcial texture used in two or more materials (not nodes) or via nodes (connect the one texture node to the different material nodes) .
So in node mode the texture will be used one time and therefore it should use less vram ? Am right?
If someone could answer it quickly, i would be very happy!
I will try it my self later because :oops: Im so lazy now because of the hot whaether here in Germany; Im on my mac now and dont want to turn on my pc.
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radiance
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it does'nt matter.
octane automatically uses copies of one texture.
so you can load 10 different image nodes, if they all load myfile.jpg, they will all use only one copy of the jpg file in your application and GPU.

Radiance
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