It looks like the behind the scenes the magic that rips the alpha channel out of RGBA textures and generates a new texture map is failing during orbx export. Also, it looks like every single normal map ends up creating a second image texture, which, I assume is eating a lot of VRAM up in large scenes. Am I wrong? Is the normal map alpha really being used by Octane? As far as I can tell, the compress without alpha setting in the texture compression options is ignored by the octane OSL translator, and an additional texture is generated regardless.
Maybe there is an opportunity here to both fix a material rendering glitch and also greatly reduce the scene footprint by not generating unnecessary additional textures.
OSL apha channel extraction fails with orbx export
Moderator: ChrisHekman
- ChrisHekman

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Which ORBX exporter did you use? The sequencer orbx exporter or the static orbx exporter?
Ill check if I can stop unused alpha textures being generated.
Ill check if I can stop unused alpha textures being generated.
- ChrisHekman

- Posts: 1085
- Joined: Wed Jan 18, 2017 3:09 pm
Thanks. I just checked and it seems to be happening in both exporters. Ill check it out.
- ChrisHekman

- Posts: 1085
- Joined: Wed Jan 18, 2017 3:09 pm
I fixed the export issue, it should be part of the next build.adamnerva wrote:Cool, thanks, Chris. It would be fantastic if you could get this fixed.
The fix shoud also remove some empty alpha channels, reducing vram memory footprint. Not all cases are reduced though.
