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TEXTURE NUMBER LIMITATION SOLVED ?
Posted: Wed Nov 28, 2012 4:27 pm
by perry123
DOES OCTANE RENDER SOLVED FINALLY THE LIMITATION OF 32/64 ( DONT REMEMBER HOW MUCH ) TEXTURES LIMITATION ?
PLEASE ?
Re: TEXTURE NUMBER LIMITATION SOLVED ?
Posted: Wed Nov 28, 2012 4:50 pm
by gabrielefx
perry123 wrote:DOES OCTANE RENDER SOLVED FINALLY THE LIMITATION OF 32/64 ( DONT REMEMBER HOW MUCH ) TEXTURES LIMITATION ?
PLEASE ?
yes for Kepler but always limited
only Quadro+Tesla can use unlimited textures (cuda 5.0) and optimized kernel.
Re: TEXTURE NUMBER LIMITATION SOLVED ?
Posted: Wed Nov 28, 2012 5:30 pm
by glimpse
The limitation still exists, though with kepler cards You can store a bit more pluss their vRam is bit bigger =)
Re: TEXTURE NUMBER LIMITATION SOLVED ?
Posted: Wed Nov 28, 2012 7:25 pm
by abstrax
The current limitation on pre-Kepler GPUs is:
- 64 LDR RGBA textures
- 32 LDR greyscale textures
- 4 HDR RGBA textures
- 4 HDR greyscale textures
The current limitation on Kepler GPUs is:
- 144 LDR RGBA textures
- 68 LDR greyscale textures
- 10 HDR RGBA textures
- 10 HDR greyscale textures
Kepler GPUs also provide the concept of "unlimited textures" which is unfortunately not so easy to integrate into Octane without breaking the code for pre-Kepler GPUs, but I think eventually the texture limitation will go completely. Even now it's not that easy to hit the limitation on Kepler GPUs.
Cheers,
Marcus
Re: TEXTURE NUMBER LIMITATION SOLVED ?
Posted: Wed Sep 04, 2013 3:44 pm
by deadakos
Hi,
Does this mean that for example I can use EITHER 64 LDR RGBA texture OR 32 LDR greyscale,or people can use 64+32 at the same time? Or what?
Thanks
Re: TEXTURE NUMBER LIMITATION SOLVED ?
Posted: Thu Sep 05, 2013 4:58 am
by FooZe
They are separate limits.
So you can have 144 LDR RGBA + 68 LDR greyscale + 10 HDR RBGA etc
Which is why it helps to load bump maps as greyscale, so that they don't eat into the 144 RGBA texture slots
Thanks
Chris.
Re: TEXTURE NUMBER LIMITATION SOLVED ?
Posted: Thu Sep 05, 2013 8:11 pm
by mbetke
Even now it's not that easy to hit the limitation on Kepler GPUs.
I though the same and then did a simple model+model bookmanager setup and 70 textures were used only for book textures.

interior shots really eat them away.
But I have a question too:
How many material without any textures can I have? Unlimited? I'M a bit afraid I will run into a sudden stop somewhere.
Re: TEXTURE NUMBER LIMITATION SOLVED ?
Posted: Thu Sep 05, 2013 10:49 pm
by FooZe
There will be some limitation for material number (whether it be VRAM limit, array size limit or some other limit), but it will most likely be massive, your scene will probably grind to a hault before you get to this limit.
Nobody has ever mentioned it or had problems with this kind of limit. I'm guessing off the top of my head that it would be 10's of thousands or possibly even up into the millions. (i have never tried it because i have never had the need to so this is purely speculation).
Thanks
Chris.
Re: TEXTURE NUMBER LIMITATION SOLVED ?
Posted: Fri Sep 06, 2013 8:14 am
by mbetke
Yes it is indeed hard to hit a limit. often materials repeat on othe obejcts.
For the books I bake out an atlas texture which worked very nice. So I can have 20 textures on one texture with a handy maxscript.