I ran the render in 4 segments, the 1st completed, 2, 3, 4, errored out.
I really loved the image quality and file size of the Quicktime animation codec but I have a feeling that is
the problem. I’ve noticed it render a complete animation, but then fail when it comes to ” Closing” ( my term )
So I guess I’ll try the png approach. Just makes file management with video editing more of a mess.
I have a number of animation sequences.
Right. I’ve been told over and over to stop rendering out to avi and get into the habit of sequenced image rendering.
Evil Producer is right, not a big deal to name a folder and keep it - but I just find that the simple, single file is more to my liking.
When it comes to actually rendering out for the final production, I’ll likely be using seq image files, however.
As for the 32 vs 64 bit thing, I don’t know even a scratch of what Garstor and Rogue Pilot do - nor do I really want to lol, but when I built this latest machine, I went with 16 GB RAM and the motherboard accepts twice that. The main thing I was thinking about was starving any one of the eight cores - not sure if that would happen, but that’s where my thought process was. Having an eight-core proc really makes a difference when it comes to rendering - and I even bought the lower-end eight core - which is still over 3 GHz per core.
In the realm of 3d rendering, however, I don’t care how many cores you have and of what type, we can still bring all of the latest technology to its knees and make it pass out. When we start geeking around with what’s really going on under the hood of a render - even a simple one - it’s no wonder that we hold in our hands the ability to destroy computers.
Animations turn out incredibly well when you crank up the settings and go for the gusto. But with a bit of forethought regarding necessity, many aspects of an animation really don’t require super hi-res clarity. This is where utilizing multi-pass rendering and sequenced image files can aid you own time - but also be far less demanding on your beloved computer’s parts as well. Carrara has many built-in features that helps us perform much of this anyways - without the need for multi-pass rendering - which I love. But seriously, why have a super-high poly-count, ultra-detailed tree sitting in the background? Especially if your using field of depth on your filming camera!
Many products available for Poser/DS make great use of alpha or transparency maps - especially hair products. I’ve been finding that these alpha masks add a lot of time to a render. So keep that in mind while using low-poly stuff in the background that uses a lot of alpha. Looking back a bit, I remember watching the old, original Star Trek TV show - and amazing at the awesome backdrops they used in the 60’s. Painted sheets, cardboard boxes and tinsel went a long way to help fill a scene - knowing that the main focus is to be the actors. Even many of the props that the actors held and the costumes that they wore were simple and inexpensive. Part of the genius behind those who’ve had to make it all work within their limited budget. Keeping these things in mind while creating a scene might have an outstanding benefit towards saving your CPU from lighting on fire.