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  • Published 7 Jul 2019

Link scenes without loading?

I’m using a scene sequence to cycle through several hundred scenes. My scenes are each linked into my master scene that contains the master sequence where each scene is referenced by a scene clip.

as I scrub time, the scenes swap in and out of the preview as expected.

but, in the outliner, I’m noticing that all the scenes are loaded into memory. This works for now as the scenes are just simple primitives, but as they get larger how will blender not run out of memory?

I’m scratching my head trying to figure out a solution but it seems like it’s always loading the linked scenes.

I think ideally when using the outliner in scene mode, it would be awesome if there were a column for “loaded/unloaded” and then have it automatically load and unload each scene during render (or asynchronously during playback)

Apologies if there’s already a solution for this. I’m still a blender noob.

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Development Status: Open

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spiraloid
7 Jul 2019

6 Comments

kaiz3r

I think it's a important feature for linking process it can be a separate window, in a maya like style

1
jason

I'm assuming you're doing this in the Sequencer. Is that correct?

If that's the case, you can do proxy renders for your scenes. That should lower your memory overhead.

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spiraloid Author

* @Jason van Gumster * certainly. is there a way to have the scene strip display the proxy render instead of loading the scene? or were you suggesting doing it "manually"?

jason

* @bay.raitt * The Sequencer itself gives you the ability to build proxies from scene strips . You'll need to load the scene to build the initial proxy, but after that, you should only have to rely on the proxy, I believe.

Vyach

Loading in memory made for fast access I think. Why do you need hundred scenes? It looks more like bad project management than a real task. Also, I am sure, there is a solution for rendering few files in a row. And if you have common lightsources for all these scenes (for example), you should link light to scenes, not scenes to light-file, perhaps… Tell more, how and why do you use such structure of project.

spiraloid Author

* @ Vyacheslav * I'm making a 3D Graphic Novel where each panel is a scene (with the common pieces linked of course). I'm hoping to be able to scrub through the sequence of scenes as a reader would with the sequencer. The goal is to be able to creatively stop and edit the linked scene in place, then return to the master scene to keep "reading". it works pretty well for one sequence, but the whole story can't be loaded because of memory (I misspoke before, it's actually thousands of scenes). I'm looking at manually managing the memory by breaking it up into sequences, but that adds a needless layer of complexity to the project (I've have other solutions that do async loading and unloading automatically based on an active range (much like an endless scrolling website), but I wanted to see if blender really can do it all) I figure if anyone else also trying to make long format stories in blender, they will have also hit this. So, I thought I'd see if anyone else in the blender community was also looking for a solution. It's not something that people working on single shots or short films really hit that's for sure. but the scene strip in the video sequencer got me intrigued.

Regardless, Thanks for the response!

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