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?
>>>
>>>
>>>
>

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