I need to render 128 layers but cant

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cglittenberg
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for a research project i have 128 stacked planes each with a seperate image based texture and alpha. Octane tells me that i have reached the maximum 8bpp y textures. From trial and error it would seam that that limit is about 30. How do i get about using more than thirty textures? I even tried splitting up the object into obj with 30 textures each and then importing them speratly. But the two mesh nodes do not render at the same time. only the node that is selected actulaly renders. What can I do?
Dr. Carl Glittenberg
Glittenberg Medical Visualizations
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GeoPappas
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cglittenberg wrote:for a research project i have 128 stacked planes each with a seperate image based texture and alpha. Octane tells me that i have reached the maximum 8bpp y textures. From trial and error it would seam that that limit is about 30. How do i get about using more than thirty textures?
This seems to be a CUDA limit. See here for more info:

http://www.refractivesoftware.com/forum ... =25&t=4827

Note: I'm not sure where he gets his info from (since the Wiki link doesn't mention those limits).
cglittenberg wrote:I even tried splitting up the object into obj with 30 textures each and then importing them speratly. But the two mesh nodes do not render at the same time. only the node that is selected actulaly renders. What can I do?
At this time, Octane can only load and render one mesh.
GeoPappas
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In this thread, it was suggested that you could combine some of the textures and then use UV mapping to use parts of the textures on various areas:

http://www.refractivesoftware.com/forum ... ure#p14889
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cglittenberg
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Thanks. That is a little dissapointing but I will try to work around it. Thanks!!
Dr. Carl Glittenberg
Glittenberg Medical Visualizations
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kubo
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actually is pretty simple, take a 4x4 matrix, that's 16 textures, tile them in your photoretouching soft. Then in your modeling app just choose 16 planes, assign the same material and adjust the uv (it depends on your soft, but basically ,apply to the first one, copy to the rest and move 1/4 in each direction), now you only have 128/16 textures, if that's not enough do a 5x5 matrix and so on. I do that all the time for people, or books or such type of meshes that require variety.
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Sauger
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kubo wrote:actually is pretty simple, take a 4x4 matrix, that's 16 textures, tile them in your photoretouching soft. Then in your modeling app just choose 16 planes, assign the same material and adjust the uv (it depends on your soft, but basically ,apply to the first one, copy to the rest and move 1/4 in each direction), now you only have 128/16 textures, if that's not enough do a 5x5 matrix and so on. I do that all the time for people, or books or such type of meshes that require variety.
I´m gonna try this on my trees/bushes, need 3 var with 3 size each, then 3 colors etc, then mix it with 3 elevation/flow/height variations.

I´m just afraid this is wasted though, since instances will come to octane faster the I can perfect this stuff.
Learned long time ago some minds are just smarter then me.
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kubo
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Sauger wrote:Learned long time ago some minds are just smarter then me.
Actually the collective mind is smarter than any single one of us little bees. That's the great thing of internet.
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cglittenberg
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I am actually now simply baking the textures and placing them with UV maps. So now I have 460 layers with just 4 maps. It seams to work .
Dr. Carl Glittenberg
Glittenberg Medical Visualizations
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GeoPappas
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I'm glad that you were able to get it working. If possible, I would love to see the final result.
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