for bonus points, since you're using Arnold...export your animation cycle to a .ass file sequence and reference that on a stand-in property. Instance the stand-in on your ICE tree and scene memory should be negligible.
On Thu, Dec 27, 2012 at 2:59 PM, Peter Agg <peter....@googlemail.com> wrote: > 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? >>> >>> >>> >