I'd just double what Ciaran's saying. If every single instance has a
completely different ShapeInstanceTime then that's effectively a different
instance object for each particle, which will cause big memory issues. If
clamping to whole frames is too much at least clamp it to a tenth or two
instead.

On 27 December 2012 14:00, wavo <w...@fiftyeight.com> wrote:

> ** Hello ,
> Which Node Do you use?!
> instance shape or the other instance-geometry?
> Their was an known Problem (since 2010) with the geometry-node try If
> possible the instance-shape-node
> Good luck
> Walt
> --
> Diese Nachricht wurde von meinem Android Mobiltelefon mit 1&1 Mail
> gesendet.
>
>
>
> Antonieo <anton...@163.com> schrieb:
>
>> There're bunch of particles in my scene being instantiated into fish,
>> those fish are polymesh objects deforming by skelectons envelops.
>> Everything works perfect until rendering. The XSI render process
>> continuing takes up memory, each frame it takes more 10~20 MB, and finally
>> my computer runs out of memory. To fix this I've to restart XSI to free the
>>  occupied memory.
>> Is this a memory leak bug?
>>
>>
>>

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