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Textures in Octane
Posted: Tue Jun 29, 2010 6:04 pm
by tungee
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?
Re: Textures in Octane
Posted: Tue Jun 29, 2010 6:05 pm
by Proupin
You have to account for geometry and render resolution, too!
Re: Textures in Octane
Posted: Tue Jun 29, 2010 6:29 pm
by GeoPappas
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
Re: Textures in Octane
Posted: Tue Jun 29, 2010 6:55 pm
by tungee
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:

Re: Textures in Octane
Posted: Tue Jun 29, 2010 7:04 pm
by tungee
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?
Re: Textures in Octane
Posted: Tue Jun 29, 2010 7:15 pm
by tungee
Ok i read the manual.
here is the salvation

;

Re: Textures in Octane
Posted: Tue Jun 29, 2010 7:15 pm
by radiance
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
Re: Textures in Octane
Posted: Tue Jun 29, 2010 7:28 pm
by tungee
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!
Re: Textures in Octane
Posted: Thu Jul 01, 2010 11:38 am
by tungee
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

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.
Re: Textures in Octane
Posted: Thu Jul 01, 2010 1:25 pm
by radiance
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