Texture Atlas Node
Posted: Tue Jun 13, 2023 12:09 pm
It would be great to have a texture atlas node in Octane.
A pretty standard feature thats missing from Octane - Especially because texture memory can easily become a bottleneck in gpu rendering.
What is it:
Texture Atlas pack multiple textures into a single texture and then those textures can be isolated and used within the shader as separate textures.- that includes the ability to tile independently of each other.
Reason its needed:
*to cut down texture memory cost and generally be more efficient
*Im not sure with octane but in game shaders there is a limit of 16 image samplers generally, so texture atlases allow for more textures than shader usually allows, or allows for more efficiency if under the limit
*to include an industry standard feature thats missing from Octane but is present in most other software
my use case:
I am developing shaders for multiple software that need to be more or less identical, for the most part I can align their various functions to be cohesive, but texture atlas is a critical part of the process, all the other software I use has the functionality- Octane in this regard is the weak link and breaks the ability to recreate my shader in Octane, also I really want to be making my Octane shaders as efficient as possible, so having a solution to this would be great.
Just to note that using a baking texture as a work around will not work for my use case and even if it did its not very efficient. Also while several uvw transform nodes can be used to isolate each texture from the atlas, they cannot be tiled independently of each other, if you try it, it will tile all the images in the atlas, not just the isolated one (as seen in 2nd attached image)
I attached an example of a simple texture atlas and of the uvw transform workaround issue
A pretty standard feature thats missing from Octane - Especially because texture memory can easily become a bottleneck in gpu rendering.
What is it:
Texture Atlas pack multiple textures into a single texture and then those textures can be isolated and used within the shader as separate textures.- that includes the ability to tile independently of each other.
Reason its needed:
*to cut down texture memory cost and generally be more efficient
*Im not sure with octane but in game shaders there is a limit of 16 image samplers generally, so texture atlases allow for more textures than shader usually allows, or allows for more efficiency if under the limit
*to include an industry standard feature thats missing from Octane but is present in most other software
my use case:
I am developing shaders for multiple software that need to be more or less identical, for the most part I can align their various functions to be cohesive, but texture atlas is a critical part of the process, all the other software I use has the functionality- Octane in this regard is the weak link and breaks the ability to recreate my shader in Octane, also I really want to be making my Octane shaders as efficient as possible, so having a solution to this would be great.
Just to note that using a baking texture as a work around will not work for my use case and even if it did its not very efficient. Also while several uvw transform nodes can be used to isolate each texture from the atlas, they cannot be tiled independently of each other, if you try it, it will tile all the images in the atlas, not just the isolated one (as seen in 2nd attached image)
I attached an example of a simple texture atlas and of the uvw transform workaround issue