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Chaos Texture usage and performance issues

Posted: Tue Nov 25, 2025 11:52 am
by dopelessdesign
Hi everyone,

I’ve been experimenting with the Chaos Texture node and ran into a problem. I’m using several Chaos Texture nodes with identical settings to drive multiple bitmap maps for a material (around 6 maps per material). However, when I add multiple such materials into a scene, the render slows down dramatically or the Octane Server even crashes.

Did I understand correctly that the Chaos Texture can only be used this way — directly connected to each map — and that there’s no option to generate a reusable projection once and then apply it across different maps?

Thanks in advance for any clarification or best practices
Screenshot 2025-11-25 124815.png

Re: Chaos Texture usage and performance issues

Posted: Thu Nov 27, 2025 8:25 am
by linograndiotoy
Can you please share a scene we can use for debugging?

Thanks!

Re: Chaos Texture usage and performance issues

Posted: Thu Nov 27, 2025 10:40 am
by dopelessdesign
I can share a material setup that is causing problems (I cannot share the full scene because of NDA). In that scene, I’m using this exact setup for three or four different materials with different textures, and whenever I switch to Chaos textures, the issues start to appear

Octane_Ubermaterial_2025.zip
(213.02 KiB) Downloaded 21 times

Re: Chaos Texture usage and performance issues

Posted: Wed Dec 03, 2025 11:31 am
by linograndiotoy
Something is definitely wrong. Thanks for your report. We´ll look into that.

Re: Chaos Texture usage and performance issues

Posted: Wed Dec 03, 2025 1:11 pm
by jobigoud
dopelessdesign wrote: Tue Nov 25, 2025 11:52 am
Did I understand correctly that the Chaos Texture can only be used this way — directly connected to each map — and that there’s no option to generate a reusable projection once and then apply it across different maps?
Yes that is correct, at the moment it cannot be used as you would use a projection, you have to repeat the configuration for each texture. The reason is that the algorithm doesn't produce a single location to sample the input texture from but multiple locations with associated blending weights, and that doesn't fit with how projections work (This is a core limitations, not Blender specific). It might be possible to improve this in the future we'll keep looking into it.

Re: Chaos Texture usage and performance issues

Posted: Mon Dec 08, 2025 3:47 pm
by dopelessdesign
Thanks for the responses. Sure, it’s not a top‑priority issue, but it would be nice to have it "fixed" — the Chaos Texture is a really cool node, and it would be great to be able to use its full potential. 8-)