I can only render in spurts of 200 frames before I run out of memory. So I have been caching in bursts of 200 frames, which takes about two and a half hours.
It is already cached on the SOPS level, but I read that if your LOPs animation has a clock streaming down your node tree, it means that it's unoptimized.
I conducted a test and cached 200 frames of a procedural ocean. But neither the memory issue nor the render time seems to be any better. Sometimes it simply stops rendering, which correlates with the memory maxing out.
- HOW do you CACHE PROCEDURAL WATER for LOPS?
QUESTION=> How do I optimize a scene with animated parts in LOPS? especially something as memory taxing as water simulations?
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