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bravmm
11-03-2006, 02:47 PM
Hi,

I'm trying to render a simple 500 frames -sprite based- particle setup, where my camera is flying through the particles. After about 250 frames Maya dies on me, at that time using about 1.6Gb of RAM. I've found some posts having me think this would be an issue for Maya/XP.

As all this is Hardware Based Rendering this shouldn't be an issue, would it????
And why can't we batchrender with the hardware renderer btw????

If anyone has some good tips on this, please be my guest.
I'm running maya 6.5, and I haven't cached or set initial states or anything, as they are notouriously evel to remove afterwards.

rob

cosku
11-03-2006, 03:00 PM
Cache your particles.

bravmm
11-03-2006, 03:16 PM
will caching also enable batch rendering for the hardware renderer???

Crovex
11-04-2006, 09:59 PM
caching should do it.
In the hardware render buffer, you can 'render sequence' it's the same as batch rendering.It will recognise the cached particles. You can read up about it in the manual, if you need to adjust your cache go to Solver and oversampling in the dynamics section.

bravmm
11-05-2006, 01:39 PM
yes, but I was wondering why "hardware render" is stated in the render globals, but the combination with batch rendering doesn't work and has to come from the Hardware render buffer window/settings. Maya is very inconsistent with workflow in a lot of parts of the program, especialy for newcomers. Use the render globals for ALL renderers OR remove hardware render from the render global list for consistancy.

But caching it will be,

rob

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