No problem!

On Sun, Dec 30, 2012 at 6:33 AM, Antonieo <anton...@163.com> wrote:

> Hello everyone, thanks to your help, I've made my scene rendered extremely
> smoothly!
>
> Arnold stand-in rocks! Again, Arnold stand-in rocks! It's so wonderful
> that I've to praise it twice! The .ass sequence definitely kick ass!
>
> The scene rendering didn't take more than 1G memory over the whole
> process, which used to start from 1G and rise higher and higher until
> running out of 48G before! And the scene loading process is way more
> faster! This makes me had a nice sleep last night :D
>
> Now I want to share a small tip about Arnold stand-in sequence, however
> you may already know that.
> Once I referenced the .ass file sequence on the stand-in property, it's
> using [frame] token to read the sequence, when the scene play out of the
> sequence range, I'd get an error. To make the stand-in playing cyclically,
> toggle Override Frame option, and set! an expression on the Frame value,
> such as:
> fmod( Fc, 20 ) + 1
> It makes the stand-in running cyclically from 1~20.
> Well, I know it's not magical at all, I just can not stop myself from
> sharing this : )
>
> Anyway, thank you guys for helping me out, especially Ciaran Moloney.
>
>
> 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?
>>>>
>>>>
>>>>
>>
>
>
>

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