I've considered about that trick and haven't tried so. Thanks, you make me more convinced on .ass file, I'll try it later.
At 2012-12-27 23:51:58,"Ciaran Moloney" <moloney.cia...@gmail.com> wrote: 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?