Linked objects in new scene taking FOREVER to render
jwcjaygaines
Posts: 50
This is a follow-up to one of my previous questions on here regarding linking versus appending. I have been linking different things into new projects instead of appending to save file space. However, a new problem has arisen. In my current scene, I have five different linked objects. Usually when I render the individual objects in their respective projects using F12, it takes a couple of minutes (depending on size and sample count), and only uses about 8K under the Task Manager for memory. With the current scene, it's not even rendering, usually just crashing, and the memory is at 25K+ and keeps climbing. Is this the tradeoff between the two methods of importing? Or am I doing something wrong?
Post edited by jwcjaygaines on
Comments
It isn't that the problem scene is using an Out of Touch hair or hair shader, without the updated shared file?
Hi Richard! Thanks for replying. I'm not exactly sure what you mean. I should clarify that I'm using Eevee in Blender 3.0 for both scenes. As I mentioned, in their own individual files, they render just fine. It's only in the "merged" file that the issue arises. As far as I know, none of the settings have changed, as I am using a custom scene setup I created awhile ago. I'm currently trying to render the scene after appending the objects instead of linking, and it's the same issue, so I've ruled out the linking versus appending tradeoff theory. My next step will be to see if I can render each individual piece in the new scene. All the hairs are made with the particle system and have a material that I made using a tutorial from Pixelica on YouTube.
Sorry, I was stuck in DS-mode, where the hair issue is currently a problem for soem suers (dpeneding on how, and in what order, they installed their cotnent). It is relevant to Blender.
Ah, okay. Well I tried it multiple different ways that I mentioned above, and it's still not working. I even downloaded Blender 3.6 and will give that a try later. I just honestly don't like how they redid some of the material nodes, and the removal of the pose library into assets. The last part especially!
As you discovered yourself, as for rendering time and resources it doesn't matter if you link or append, blender will load all the assets in the scene anyway. Of course you can render the single assets, but together in the scene they take more memory. The difference with linking is if you modify the original then all the linked will follow, also linked scenes are small files on disk, that doesn't mean small ram when you load the scene.
If you don't have enough ram/vram to render the scene then you can try composition, that is, render separate objects then compose the images in a paint program.
Hey Padone! Good to see you again! Yeah, I'm guessing it's a RAM issue. Kinda depressing, though. What's weird is that my computer seemed to be rendering just fine before, but then Dell started screaming that I needed to update drivers, and it's been all downhill since then.
So I tried something (that I should've thought about when this all started). I went back to other projects I had made before this one. Those all seem to be rendering just fine. It's just the most recent two. I'm guessing it has something to do with the models themselves. Maybe there's a glitch in the Matrix. I'll be going back later and redoing the projects to see if I get better results.
Some daz assets can be much heavier than others, especially HD figures and hairs. You can check the number of polygons and textures size, there's also the "scene information" addon included in blender that may help keeping track of resources.
I think I may have discovered the problem. When I use Diffeomorphic to convert the fibermesh hairs to particles, I tried to match the number of segments in the render option to what the group says after it converted and I combined them. For example, the scalp hairs had 17 segments, so I turned up the render segments to 17 (beyond the 9 maximum default allowed). Turning those down to 5 seemed to work, and honestly, I don't see any difference. Since the model is linked in the new project, I'm gonna go back and see if that fixes the issue.