OCtane cant render more than 12 Million Poly

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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NVN
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Hi there.

i have only 3 cubes, together 12 Mio Polys.....and i cant render it???



Error:
Export materials time= 0.379 ms
Collect objects time= 0.049 ms
Meshes creation time = 4359.393 ms
Octane voxelization time = 0 ms
Sending to Octane engine time = 993.39 ms
CUDA error 1 on device 0: One or more of the parameters passed were not within an acceptable range of values.
-> failed to bind texture to device memory (data5)
device 0: failed to bind data texture 4 of context 0
<<< Render Failure >>>
Total export Time = 75910.171 ms
FileName::toJuceFile() can be called only on absolute file names
FileName::toJuceFile() can be called only on absolute file names
miohn
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you could be right!

I also had a project with about 14 MIO Polys and could not render that.
I deleted all deformers and connected all objects with
same materials - no chance.
I ended up with splitting the scenes and comped it in PSD.

So same question here - is there a polycount limit?

Mike
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hmm Aoktar?

Its a Problem of the plugin or Standalone???
PLz say something!
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aoktar
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Sorry, but your message doesn't give anything for me. What's the info? Three cubes and 12 millions polygons? Ok, so limit is around 20 millions.
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abstrax
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The current limit should be at ~19 million triangles (triangles not polygons). It has to do with limitations of texture sizes on NVIDIA GPUs and performance. If you use vertex motion blur and/or the rounded edges feature, triangles will need to store more data, further reducing the maximum number of polygons you can render.

We plan to solve this problem in the future, but it requires quite some work which we didn't have time to do yet.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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aoktar
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abstrax wrote:The current limit should be at ~19 million triangles (triangles not polygons). It has to do with limitations of texture sizes on NVIDIA GPUs and performance. If you use vertex motion blur and/or the rounded edges feature, triangles will need to store more data, further reducing the maximum number of polygons you can render.

We plan to solve this problem in the future, but it requires quite some work which we didn't have time to do yet.
Thanks Marcus,
will be possible to obtain faster geometry compilations in future?
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aoktar wrote:Sorry, but your message doesn't give anything for me. What's the info? Three cubes and 12 millions polygons? Ok, so limit is around 20 millions.
no the Limit is 10 Millions!

abstrax wrote:The current limit should be at ~19 million triangles (triangles not polygons). It has to do with limitations of texture sizes on NVIDIA GPUs and performance. If you use vertex motion blur and/or the rounded edges feature, triangles will need to store more data, further reducing the maximum number of polygons you can render.

We plan to solve this problem in the future, but it requires quite some work which we didn't have time to do yet.

All people talk about RAM, but we can't load more than 10 Millionen Polygons in Octane.
For me, this is the real limitation

i hope u can fix this
Andreas.visjon
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For me the question is, why people need 10 millions polygons to display 3 cubes...
The same with the discussion of VRAM.

There are so many nice compositing tools out there...use them!
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Andreas.visjon wrote:For me the question is, why people need 10 millions polygons to display 3 cubes...
The same with the discussion of VRAM.

There are so many nice compositing tools out there...use them!

omg...you kidding me?
Its only a example

If u have only lowpoly, good for u!
djart
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It was not long time ago we all had to optimize our scenes.

Octane saves us all countless hours with rendering certain stuff so fast, where others take DAYS to render, or even in preparing the scene :)
I think this should be worth to spend some "little time" into optimizing a scene better, so that theres no limits.
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