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"Maximum number of 32bpp RGBA Textures Reached"

Posted: Sat Jan 01, 2011 1:11 am
by Miguel Lescano
Yup, I received this message after loading an obj with a model of a house complete with furniture and stuff. This model runs with no problems in SketchUp and even ran with no problems in LightUp, which is also GPU-based and thus loads all textures in the GPU RAM.

This error message kept popping up again and again so I had to kill the app via the Task Manager. :?

I checked the textures folder and it has 282 textures: 260 plain old JPGs and 22 PNGs with transparency.

Is this texture limit only on the demo version of Octane?

Re: "Maximum number of 32bpp RGBA Textures Reached"

Posted: Sat Jan 01, 2011 7:51 pm
by mib2berlin
Cuda has a texture limit.
Currently you can have up to 64 image textures, 32 float textures, and 4 HDRI RGBA textures and 4 HDRI greyscale textures.
You can use those textures as many times as you want in your materials, says you could use a texture 20 times but it is only one time in card memory.

http://en.wikipedia.org/wiki/CUDA

I think LightUp uses OpenGL and iirc they have a texture limit but this is dependent om VRam memory and texture size.
We hope all this limit goes away with later cuda versions.
My english is not so well, so i hope you understand.

Cheers mib

Re: "Maximum number of 32bpp RGBA Textures Reached"

Posted: Sat Jan 01, 2011 8:34 pm
by Miguel Lescano
Yes, LightUp is OpenGL-based. Those 282 textures are no problem for it. This is the house in question:
http://www.youtube.com/watch?v=AA-Vcl0h8Jw

So Octane can't handle this right now without having to export each room as a separate file... :cry:

Re: "Maximum number of 32bpp RGBA Textures Reached"

Posted: Sat Jan 01, 2011 9:33 pm
by mib2berlin
Huge project :) , you should handle many of your materials with procedural textures inside octane.
So all glas, leather, metall, ceramic or paper materials don“t need image textures.
May you start with a smaller scene to get the feeling working with octane.
Some people are doing stunning work in the gallery with 64 image textures.

Cheers mib

Re: "Maximum number of 32bpp RGBA Textures Reached"

Posted: Mon Jun 13, 2011 5:39 pm
by TheOracle
Damm,

i also have this error.
Maximum of 32bpp reached, but i nead to import my city (every buildig is a different picture)
I don't care that other people have other works with only that ammount of pictures, i need to import my city.

Will this be larger soon?
Otherwise i'm in big trouble.

Re: "Maximum number of 32bpp RGBA Textures Reached"

Posted: Mon Jun 13, 2011 6:35 pm
by mib2berlin
As i wrote before:
NVIDIA Cuda has a texture limit.
I could not find anything about increasing this limit from NVIDIA.
Maybe the the octane team have more information about the new CUDA 4.0 possibilities.

Cheers, mib

Re: "Maximum number of 32bpp RGBA Textures Reached"

Posted: Sat Jun 15, 2013 11:32 am
by Iksmada
Just to confirm I received the same problem in Cinema 4D (Octane Beta 0.5.7):-

OCTANE API ERROR:CUDA device 0:146 LDR RGBA textures requested, but only 144 available. Disable error message?

Very frustrating when you've just invested in a TITAN and Octane and need to use a large number of image textures :-(

Re: "Maximum number of 32bpp RGBA Textures Reached"

Posted: Sat Jun 15, 2013 1:00 pm
by glimpse
i You have bigger cards, try merging textures into bigger maps - that is one of solutions =)