Hello guys, in my script I've noticed that my 3ds max memory usage stays relatively the same when i write it like this:
render camera:leftCam outputwidth:spn_frameWidth.value outputheight:spn_frameHeight.value vfb:chkbox_vfb.state cancelled: &bCancelled progressbar:true outputfile:fName framerange: (interval spn_rendStart.value spn_rendEnd.value)
render camera:rightCam outputwidth:spn_frameWidth.value outputheight:spn_frameHeight.value vfb:chkbox_vfb.state cancelled: &bCancelled progressbar:true outputfile:fName framerange: (interval spn_rendStart.value spn_rendEnd.value)
however when i try to put it in a for loop the memory builds up significantly
for i = spn_rendStart.value to spn_rendEnd.value do
(
if not bCancelled then
(
RenderFrames stereo:chkbox_stereo.state stitch:chkbox_stitch.state
index += 1
slidertime +=1
)
)
in my RenderFrames() it is basically the same as the first except without the framerange parameter.
I've narrowed the problem down to creating a new bitmap inside RenderFrames(). I thought that close() bitmap would solve that memory issue but it still persist. any ideas?
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