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? >>>> >>>> >>>> >> > > >