Im wondering if anyone here has used this plugin?
It seems to be able to combine the maps used in a daz studio scene into a single(or multiple) map at a set resolution and sets the objects UV's to the new maps.
You can then save the scene in daz and of course export it to a .obj for import to octane.
Would this help get round the texture limits that Cuda has and what sort of things would I need to consider when using it?
Alternatively is anyone aware of a free program that imports a .obj file that would do a similar thing?
Texture atlas for Daz studio (combining texture maps)
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The texture limit is your graphics card and if all that plugin does is combine all of your textures into a single file then I don't think it will help. However, the key part is that you have resolution control over the resulting all-in-one file and so if there are any savings to be made it would be there.
GeForce 8800 GTS 512|Q6600|Win7 64bit
Sorry theres 2 limits, the memory of your graphics card and the number of textures supported by CUDA._Nemo_ wrote:The texture limit is your graphics card and if all that plugin does is combine all of your textures into a single file then I don't think it will help. However, the key part is that you have resolution control over the resulting all-in-one file and so if there are any savings to be made it would be there.
I can max the number of textures easily with some of the "better" Daz scene's as they can use lots of individual textures,
Texture atlas is great for combining the textures into a single map, it does allow for the textures to remain at a decent resolution. When you load the textures on different parts of your model there may be some adjustment issues for specularity and bump, but go ahead and give it a shot and post your results.
Win 11 64GB | NVIDIA RTX3060 12GB