Is there anyway around the vram limits in octane? I'm using the C4D plugin at work and a lot of the files we are rendering end up being huge. I'd love to keep working in octane but I may have to move to a CPU render engine or explore something like the iray render engine, which I hear rolls over to the cpu when the vram is filled up. I have a 12GB card but, alas, that is not enough combined with octane v3 for a lot of out projects and scan data.
Anyway just wanted to see if there were any thoughts or things I was missing.
Thanks
Vram limits
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Octane V2 supports out-of-core textures. And I know that the Blender plugin supports it, so you might want to ask in the C4D plugin forum and see if someone there can point you in the right direction.
viewforum.php?f=30
Jason

Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
Version 2 of Octane does have about a 19 million poly limit that they are expanding in Version 3. But if you can get the textures off of the GPU, you will have more room for polys, as long as you don't go over the hard limit. The side effect by moving the textures off is that you will see a 10 to 15 percent speed penalty.
Jason
Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
Hi Ibycus,
yes correct, the out-of-core option works only on texture, not geometry.
I guess that the instances are not correctly recognised as render instances and your poly count exceed the 19m triangles/ 9.5 polygons limit of v2 (v3 doesn't have a poly count limit anymore).
With cloners, take in consideration that only the first level is recognised as render instance, so if you have nested cloners or instance objects with multiple render instance option active, there could be some issues.
A good workaround is to use the render instance option only on instance object, use them inside the cloners that doesn't have the render instance option active, so the cloners are repeating a real instance of the object.
Another solution is to remove the cloners and use the new scatter object of the latest versions of the plugin, it's extremely powerful, also in the c4d viewport, and it can use all the cloners effectors
ciao beppe
yes correct, the out-of-core option works only on texture, not geometry.
I guess that the instances are not correctly recognised as render instances and your poly count exceed the 19m triangles/ 9.5 polygons limit of v2 (v3 doesn't have a poly count limit anymore).
With cloners, take in consideration that only the first level is recognised as render instance, so if you have nested cloners or instance objects with multiple render instance option active, there could be some issues.
A good workaround is to use the render instance option only on instance object, use them inside the cloners that doesn't have the render instance option active, so the cloners are repeating a real instance of the object.
Another solution is to remove the cloners and use the new scatter object of the latest versions of the plugin, it's extremely powerful, also in the c4d viewport, and it can use all the cloners effectors

ciao beppe
Thanks for the reply and info regarding scatter and cloners.
Unfortunately my problem loading scenes has more to do with extremely high poly models from scan data, in some cases CT scan data that can be really large. I have a 12GB card but even when using octane V3 I can have models that exceed the vram limit and re-meshing is not always an option because of our work flow. Unfortunately I might have to find a solution outside of octane.
Unfortunately my problem loading scenes has more to do with extremely high poly models from scan data, in some cases CT scan data that can be really large. I have a 12GB card but even when using octane V3 I can have models that exceed the vram limit and re-meshing is not always an option because of our work flow. Unfortunately I might have to find a solution outside of octane.