Hi all,
Hoping someone can help with this problem.
I am using Octane 3dsMax plugin version 1.13 with 3dsMax 2012.
I have a large scene with just over 9,000,000 polygons and 1.6Gb of textures. The scenes render fine and quite fast on 3 Titan cards. I've brought in 3D people and try to render the scene. It renders fine, except that the textures on the people disappear and they render white.
When I isolate the people, they render fine. When I render them with all geometry on, the textures disappear.
Can anyone shed any light on why this happens? More importantly...is there a workaround? The deadline is in a few hours, and needless to say I'm a little worried.
If anyone out there has any suggestions, I'd greatly appreciate it.
I'd be happy to share any scene details and information.
best,
Oliver
Problem with disappearing textures
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WORKSTATION = Win7x64 / Intel Core i7-5930K [email protected] / 32GB ram / Liquid Cooled 4xTitanX /3dsMax 2014 / Octane Max Plug v2.16a / FARM = Intel i7-2600k 3.70GHz (x2 TitanZ) x 14
There is a limitation on texture count when rendering using octane, it's 144 rgb textures on my gtx680, you can see your texture count by enabling "texture" check under OctaneRender Settings.
This is what i did to fix this:
1. attach all those people models into one poly with multi-sub material
2. add an unwrap uvw and flatten mapping to map channel 2
3. render to one single texture using map channel 2
4. save uv channel 2 as a file, then load it into uv channel 1(octane supports only one uv)
5. apply new single material on the poly with the rendered one big map
6. detach by elements, then you'll have those people models back, each one uses the same map.
hope it helps.
This is what i did to fix this:
1. attach all those people models into one poly with multi-sub material
2. add an unwrap uvw and flatten mapping to map channel 2
3. render to one single texture using map channel 2
4. save uv channel 2 as a file, then load it into uv channel 1(octane supports only one uv)
5. apply new single material on the poly with the rendered one big map
6. detach by elements, then you'll have those people models back, each one uses the same map.
hope it helps.
Limit on texture 'count'. One baked texture for all people.
Akira, you are the MAN. Beautiful solution. I will try this asap and let you know!
Thank you so, so much my man. Helps tremendously. I owe you. =)
Best regards,
Oliver
Akira, you are the MAN. Beautiful solution. I will try this asap and let you know!
Thank you so, so much my man. Helps tremendously. I owe you. =)
Best regards,
Oliver
WORKSTATION = Win7x64 / Intel Core i7-5930K [email protected] / 32GB ram / Liquid Cooled 4xTitanX /3dsMax 2014 / Octane Max Plug v2.16a / FARM = Intel i7-2600k 3.70GHz (x2 TitanZ) x 14
Just a follow-up Q:
Limit on texture count or bitmap count, or both?
Limit on texture count or bitmap count, or both?
WORKSTATION = Win7x64 / Intel Core i7-5930K [email protected] / 32GB ram / Liquid Cooled 4xTitanX /3dsMax 2014 / Octane Max Plug v2.16a / FARM = Intel i7-2600k 3.70GHz (x2 TitanZ) x 14
Got it. Thanks again Akira. =)
WORKSTATION = Win7x64 / Intel Core i7-5930K [email protected] / 32GB ram / Liquid Cooled 4xTitanX /3dsMax 2014 / Octane Max Plug v2.16a / FARM = Intel i7-2600k 3.70GHz (x2 TitanZ) x 14