Max RGB Textures -- How to clear unnecessary ones?

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thomasachild
Licensed Customer
Posts: 3
Joined: Thu Jan 02, 2014 11:12 pm

I'm having a bizarre issue with one of my scenes. I was using the clean police car from Stonemason's city ruins, and the texture randomly lost all of its color on the car (in fact, all the textures/materials attached to the car had the same problem.) I manually deleted all the materials and reattached new ones with the same images. Still grayscale. Using RGB materials works, but trying to use UV based images does not.

Deleting the car and reloading a new one does nothing. I was able to change all the images to floatimages, and that loaded the texture, but it was in black/white.

Loading the car in a new scene displays it correctly.

I also had the problem previously after going into final render mode and having the viewport freeze. When I reloaded the viewport, I found that my characters skin had grayed similarly. I had saved just before that one, however, so I did not experiment further with it--but I suspect it's the same issue.

Is there a quick fix to this that I haven't found in my stumbling?

Thanks for any help offered. :)
So after a bit of investigation, I discovered CUDA doesn't support more than a certain number of RGB textures. It appears I may have hit that limit, and that could very well be the source of my problem. If that is the case, however, how can I remove the textures form Octane Render's memory? Do I have to do it individually? As my scene is rather large, I'm certain I can find a number of them not in direct camera angle to remove, but I'm not sure what the most efficient method is to do this aside from manually stripping surfaces of their texture (at which point it's still in the saved materials?)

Also, after doing that, will I need to refresh the scene somehow to load the textures on objects that are pending their proper textures? Or will this be done automatically?

Sorry, really new to this!
Okay, 100% sure now that it's because of excess RGBA textures. Try as I might, though, I'm failing at removing the unused textures. Trying to delete all the old references left over from models that were deleted from the scene, and the count hasn't dropped at all. Does the CUDA limit only count texturemaps currently in use on linked assets? Or is it also the unlinked?

Running into another problem though now when I try to replace textures with materials from the LiveDB. About 70% of the materials crash the program. From other posts I've seen, this isn't limited to me. Is there a workaround to prevent this? If I save it locally and manually apply it then, will it not crash?
Isotemod
Licensed Customer
Posts: 192
Joined: Wed Mar 16, 2011 5:58 am

An object that is flagged as visible(or visible in render depending on setting used)will have the textures defined in its octane materials count towards the cuda limit.

Objects Deleted or flagged as not visible will not have its textures in gpu memory.
thomasachild
Licensed Customer
Posts: 3
Joined: Thu Jan 02, 2014 11:12 pm

Isotemod wrote:An object that is flagged as visible(or visible in render depending on setting used)will have the textures defined in its octane materials count towards the cuda limit.

Objects Deleted or flagged as not visible will not have its textures in gpu memory.
This indeed seems to be the case! At least in part. When going off of what you said, I found that so long as an object had a parented item still visible, the materials (and thus texturemaps) remained present in its processing.

This is all good to know though now. I'll have to be far more careful about my scene setups until Octane and CUDA 5 buddy up.

Thank you for your help Isotemod!

About the LiveDB material issues.. Is there a work around or a way to figure out which ones are incompatible ahead of time? It seems like only certain ones do it, and they do it every time (rather than it being a random thing.)
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