Hello,
I've got a problem with the batch rendering I of animation I've done. Basically it freezes after roughly 10 frames, everytime. This is of course annoying when the total animation is 1270 frames long.
The scene is quite heavy with dynamics that were cashed and thus turned into keyframes, and I also have cashed particles (all particles are sofware rendered), so I don't expect the rendering to super fast, but the freezing strikes me as puzzling at best.
So, what I've discovered is that with every new rendered frame the used system memory increases a little bit, and when the batch renderer get's to eat up around 1.3 GB of memory it just stops. It keeps standing on 1.3 GB RAM, and the CPU falls down towards 0 %. The increase in memory usage progressively increases also when the scene gets lighter (when particles start dying), and when I start up again from the frame that failed to render the scenario repeats itself, with mem usage going from low to high.
Firstly is this really normal? And if not, what can I do to fix the problem?
I have tried to read up a bit on scanline rendering, but I'm a total noob with that and don't even know where one is supposed do this scanline rendering from, so that was a failure.
Any ideas guys?
Thanks
Dougie