Texture3D, what size textures can I use?

Do the textures have to be a power of 2 in size? If I give it non-power of 2 size textures, does it get converted to the nearest power of 2 texture size?

How large can my textures be? I was trying to create a 512 by 512 by 256 texture, I didn’t get an error, but the displayed 3D volume seemed to be a corner section of a bigger 3D texture.

When I reduced the 512 by 512 size textures down to 256 by 256, with 256 textures, my 256 x 256 x 256 3D Volume was fully displayed properly. (to be fair, my PC is about 9 years old)

(to be clear…I had 256 textures that were 512x512…didn’t work
I went with 256 textures that were 256x256, did work)

For DirectX 11 hardware it’s 2048 (and 16384 for 2D)

Do note that 3D textures tend to get large very quickly. Say you have a simple RGBA32 texture, then:
256x256x256: 64 MB
512x512x512: 512 MB
1024x1024x1024: 4GB
2048x2048x2048: 32 GB
(And that is without mipmaps)

thx.

Is there a way to check if my video card can handle a certain amount?
I have no problems with 256 x 256 sized textures, but have problems with 512 x 512 sized textures, when I use 512 x 512 sized textures in a Texture3D object, I don’t get any errors, but the 3D volume only displays a portion of it.

Argh!

I was building the 3D Volume as a 256 x 256…not a 512 x 512…