What is the best workflow to optimising textures for memory?
Posted: Thu Jun 21, 2018 9:49 am
Hello everyone. I have recently worked on a quite heavy project with lots of geometry, different textures and I am just confused about how octane calculates memory for materials.
I have found that all the high end texture maps from poliigon, mega scans work great and don't cause problems. But when it comes to custom made textures from photoshop or substance painter, used out of core memory usualy skyrockets.
And it doesn't seem to matter if textures are 8k or 2k, high quality tiff maps, or optimised jpegs. Some texture maps, like simple advertising ads put on a plane, or simple fabric maps uses up gigabytes of memory.
So my question is, how does it all work and what are the best ways to optimise scenes in terms of materials and textures? I found it best to just keep deleting random textures from the scene to see which ones take the most memory in the render and then just deleting most of their maps, leaving it with diffuse map and float textures in other channels.
I have found that all the high end texture maps from poliigon, mega scans work great and don't cause problems. But when it comes to custom made textures from photoshop or substance painter, used out of core memory usualy skyrockets.
And it doesn't seem to matter if textures are 8k or 2k, high quality tiff maps, or optimised jpegs. Some texture maps, like simple advertising ads put on a plane, or simple fabric maps uses up gigabytes of memory.
So my question is, how does it all work and what are the best ways to optimise scenes in terms of materials and textures? I found it best to just keep deleting random textures from the scene to see which ones take the most memory in the render and then just deleting most of their maps, leaving it with diffuse map and float textures in other channels.