People keep running out of VRAM on sequences. Which version of Daz are you using? Recent versions of Daz have been a nightmare for animators because of this problem. I've tried rendering 1/2 the frames and speeding them up in Premiere, but even that is a pain. Tonight I'm going to try to have each frame on a new line for D3Ds batch renderer:Īnd see if that still switches to CPU, but I don't think the memory gets flushed until daz closes.įor context, I'm creating a ~7 minute animated short for my friend. Which in the extreme case of 300 frames, it takes over 2 hours to save every frame.Īnyone know of a middle ground between these two? Where I can input frame 1-100 from a single scene file, but kill daz in between each frame? Both of there are set up to render directly to file. They're relatively complex scenes, so it takes 30 seconds to a minute to save each one. Manfriday shuts daz down between each render, which restores my GPU memory, but to do that for a ton of frames means I have to save each frame as it's own scene. It's not flushing GPU memory between each frame. With D3Ds batch renderer, you can put in frames 1-whatever and itll render those, but that switches to CPU between frames 8 and 12 dependent on the scene. I'm rendering(potentially) up to 300 frames on a single scene. Anyone know of a way to render an image series/animation with either Manfridays render queue or D3D batch renderer?
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