tySplineMesher memory use
#1
Hi
on 2 projects I have found that when I 'mix' a tySplineMesher object (as lightning) and a particle flow the rendering (and memory) use goes up exponentially, resulting in a restart at least once to clear the memory (I have 64GB) to carry on rendering. I have tried tycahing, but to no avail.
I am lighting the scene with a VRay Dome light with a HDRI as the texture, no GI. I have tried no shadows (using a dirt map) as an occlusion pass but all that seems to work is rendering them separately, to composite in post, this is not viable as masking has become tricky.
thanks
John


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#2
By default, tySplines objects internally cache all data in order to play back faster. You can disable this behavior in their settings. Note: if you're not rendering frames sequentially from the start, you'll need to disable caching in your tyFlow object as well in order to keep tySplines and tyFlow synced if tySplines caching is disabled.

The easier solution is to just cache your tySplines to tyCache using an Export Particles operator in 'splines' mode.
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