use the pixelOverlap value to add more padding to the rendering so they share more pixels - and it should be easier for you to stitch it together in PS. As for the element stuff yes thats true - I just stripped that script out of a more complex one that rendered zDepth and other passes for me, so its kind of focused on…
fixed it:--2009 renderhjs.net/*I wrote this script for my bachelor project in order to render very high resolotions(print stuff) on low memory systems. Feel free to improve or share this script :)Hendrik-Jan*/SplitRender;( function update_settings = ( local c = SplitRender.splitcount.state; SplitRender.width.value =…
First off you get my 2000st post In addition to what Vig wrote:* convert your Poly with all the stack elements (i.e turbo smooth,...) to a single mesh before rendering (so its less of a footprint in the memory and fetching process for the renderer). I noticed that with extreme dense scenes converting to meshes gave me…