Hello, Is it possible to write a ‘Script’ that will completely disable all objects outside the camera angle?
every time I start the script I want all objects except camera angle to be disabled.
The reason I want this is because I am using Eevee render and Render is running out of memory. There are thousands of objects in my scene. It is very difficult to disable them all one by one.
I’m just wondering if something like this is possible.
I don’t think the engine disabled it, I’m pretty sure it loads ‘Shaders’ for invisible objects.
Hikmet
(Hikmet Koyuncu)
June 9, 2022, 8:07am
2
When you disable manual, this error message gone?
Because, normally render engines clip this objects and does not send to GPU when render.
this is the memory usage of the scene. It’s really too much and my computer doesn’t have enough memory. I’ve already limited everything to reduce it, I don’t know what more I can do.
My computer has 16GB of memory.
total memory len: 9921.309 MB
peak memory len: 9993.972 MB
slop memory len: 601.429 MB
ITEMS TOTAL-MiB AVERAGE-KiB TYPE
366 (6027.741 16864.501) imb_addrectImBuf
49973 (1494.346 30.621) Chunk buffer
255847 ( 776.969 3.110) Data from ME
30357 ( 486.905 16.424) Data from KE
18735 ( 326.010 17.819) Data from SCE
154268 ( 184.938 1.228) dupli_alloc
1 ( 128.000 131072.000) imb_addrectfloatImBuf
150 ( 53.758 366.990) CDMLoopUV
2599330 ( 48.929 0.019) BKE_defvert_blend_read
163302 ( 43.690 0.274) Data from MA
100 ( 42.931 439.610) CDNormal
134 ( 31.094 237.611) CDMLoop
72577 ( 24.107 0.340) Data from AR
202 ( 23.549 119.377) CDMEdge
125 ( 23.305 190.914) strdupcat
5916 ( 20.377 3.527) Data from IM
202 ( 15.220 77.156) CDMVert
144 ( 15.023 106.828) GPUIndexBuf data
6 ( 14.575 2487.401) BVHNodeBV
134 ( 12.124 92.650) CDMPoly
189 ( 11.633 63.027) BKE_mesh_poly_normals_for_write
189 ( 10.914 59.134) BKE_mesh_vertex_normals_for_write
35655 ( 10.366 0.298) Node
20 ( 8.960 458.729) CDMDeformVert
53742 ( 8.061 0.154) Data from OB
580270 ( 7.338 0.013) layerCopy_mdeformvert
50073 ( 6.494 0.133) idp_generic_copy
3432 ( 6.488 1.936) BLI_Mempool Chunk
149519 ( 5.704 0.039) MemFileChunk
4247 ( 4.946 1.193) lib block
3 ( 3.429 1170.542) BVHNodeArray
174 ( 3.400 20.008) dynstr_cstring
70 ( 3.066 44.856) mesh_render_data_polys_sorted_build
9658 ( 2.845 0.302) ExprPyLike_Parsed
14 ( 2.660 194.560) CDOrco
7668 ( 2.090 0.279) PropertyRNA
674 ( 1.981 3.009) id property string 2
59486 ( 1.815 0.031) Relation
229 ( 1.753 7.838) acquire_data
6646 ( 1.638 0.252) Data from NT
3131 ( 1.338 0.438) node_copy_with_mapping
15026 ( 1.272 0.087) Data from AC
6320 ( 1.254 0.203) StructRNA
4606 ( 1.211 0.269) C:\Users\blender\git\blender-v310\blender.git\source\blender\blenlib\BLI_vector.hh:972
1980 ( 1.057 0.547) customData_resize
567 ( 1.021 1.844) Mesh
3 ( 0.964 329.180) deformVerts
376 ( 0.889 2.422) ImBuf_struct
3 ( 0.857 292.635) BVHNodes
1189 ( 0.754 0.649) python buttons panel
8362 ( 0.702 0.086) outliner_add_element
2080 ( 0.544 0.268) ghash_buckets_resize
2578 ( 0.531 0.211) operatortype
18 ( 0.528 30.034) CDSculptFaceGroups
689 ( 0.522 0.776) C:\Users\blender\git\blender-v310\blender.git\source\blender\blenlib\BLI_array.hh:440
15 ( 0.488 33.333) BLI_memblock chunk
2762 ( 0.485 0.180) keymap entry
3443 ( 0.447 0.133) IDProperty group
19381 ( 0.442 0.023) strdup
531 ( 0.383 0.738) mesh_batch_cache_init
757 ( 0.364 0.492) GLVertBuf
202 ( 0.276 1.398) Object
10 ( 0.262 26.806) CDPaintMask
1915 ( 0.248 0.133) IDProperty int
15 ( 0.220 15.052) menu_items_from_ui_create
466 ( 0.217 0.477) GLTexture
901 ( 0.213 0.242) GLBatch
1271 ( 0.184 0.148) gpu_node_graph_add_texture
650 ( 0.183 0.288) Data from SCR
567 ( 0.178 0.322) python buttons menu
2 ( 0.169 86.426) CDMloopCol
4 ( 0.159 40.831) CDCustomLoopNormal
321 ( 0.154 0.492) NodeTree
3171 ( 0.145 0.047) memory pool
700 ( 0.142 0.207) Data from BR
131 ( 0.127 0.992) uiBut
1422 ( 0.119 0.086) copy deformGroup
460 ( 0.112 0.250) GLShaderInterface
4892 ( 0.112 0.023) TseGroup
360 ( 0.110 0.312) image_partial_update_register_ensure
4892 ( 0.107 0.022) TseGroupElems
289 ( 0.101 0.359) GPUFunction
290 ( 0.097 0.344) Material
6 ( 0.094 16.000) blf_glyph_draw
674 ( 0.087 0.133) IDProperty string
186 ( 0.087 0.477) sock
501 ( 0.084 0.172) RNA_def_property_store
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345 ( 0.079 0.234) GPUMaterial
579 ( 0.075 0.133) IDP_CopyIDPArray
25 ( 0.074 3.012) dist table
360 ( 0.066 0.188) MovieCache
687 ( 0.065 0.096) BLI_string_join_array_by_sep_char_with_tableN
37 ( 0.064 1.758) studiolight_create
2611 ( 0.060 0.023) wmOpItemPtr
2468 ( 0.056 0.023) UserKeyMapItemPtr
559 ( 0.051 0.094) gpu_node_graph_add_attribute
256 ( 0.051 0.203) keymap list
353 ( 0.046 0.133) NodeDeclaration
9 ( 0.045 5.078) blf_glyph_cache_new
360 ( 0.044 0.125) BKE_image_partial_update_create
10 ( 0.043 4.398) adt->driver_array
230 ( 0.041 0.181) name_buffer
61 ( 0.039 0.648) modifier_subpanel_register
1 ( 0.038 38.617) sdnanames
818 ( 0.037 0.047) GLIndexBuf
57 ( 0.036 0.648) modifier_panel_register
9 ( 0.035 4.000) scaledowny
52 ( 0.033 0.648) gpencil_modifier_subpanel_register
771 ( 0.027 0.036) Data from TXT
85 ( 0.026 0.315) Data from WO
76 ( 0.026 0.352) user def
818 ( 0.025 0.031) texicon
818 ( 0.025 0.031) drawinfo
230 ( 0.025 0.109) GLShader
24 ( 0.023 1.000) uiButTab
32 ( 0.022 0.703) curveprofile_make_table
360 ( 0.022 0.062) MovieClip ImBuf cache hash
29 ( 0.021 0.758) uiBlock
345 ( 0.021 0.062) GPUMaterial.used_libraries
911 ( 0.021 0.023) Data from GR
191 ( 0.019 0.102) object_sync_boundbox_to_original
189 ( 0.019 0.102) DM-BoundBox
798 ( 0.018 0.023) BLI_genericNodeN
188 ( 0.018 0.098) pchan_draw_data_init
1 ( 0.016 16.000) ImTileCache arena
24 ( 0.015 0.648) gpencil_modifier_panel_register
330 ( 0.015 0.047) bpy_prop_py_data_ensure
185 ( 0.015 0.082) WM_msg_subscribe_with_key
384 ( 0.015 0.039) GLUniformBuf
554 ( 0.013 0.023) uiButOpPtr
362 ( 0.012 0.034) STL MEM_Allocator
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125 ( 0.011 0.094) blf_glyph_get
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1304 ( 0.010 0.008) mesh runtime render_mutex
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13 ( 0.008 0.648) fmodifier_subpanel_register
345 ( 0.008 0.023) GPUMaterialLink
2 ( 0.008 4.012) GPU_matrix_state_create
1 ( 0.008 8.000) random_array
44 ( 0.008 0.179) Data from LA
125 ( 0.008 0.062) GPUPass
38 ( 0.008 0.203) gizmogrouptype
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12 ( 0.007 0.609) ColorSpace
1 ( 0.007 7.297) sdnatypes
2 ( 0.007 3.645) pose->chan_array
48 ( 0.007 0.141) python uilist
24 ( 0.006 0.273) fsme
354 ( 0.006 0.018) mesh_render_data_loose_geom_mesh
1 ( 0.006 6.375) Scene
1 ( 0.006 6.289) sdnastrcs
62 ( 0.006 0.100) BLI_string_join_arrayN
123 ( 0.006 0.050) glyph bitmap
9 ( 0.006 0.648) shaderfx_panel_register
12 ( 0.005 0.441) GPUVertFormat
2 ( 0.005 2.375) DRWShaderLibrary
11 ( 0.004 0.352) SolidifyModifierData
38 ( 0.004 0.102) wmDropBox
120 ( 0.004 0.031) Data from PAL
151 ( 0.003 0.023) collection_object_add
112 ( 0.003 0.031) icon_create
8 ( 0.003 0.438) new node
86 ( 0.003 0.039) ui_block_new_button_group
5 ( 0.003 0.648) hud_panels_register
1 ( 0.003 3.125) scene_copy_data
3 ( 0.003 1.031) BKE_memfile_undo_encode
34 ( 0.003 0.090) Data from WS
29 ( 0.003 0.105) Data from WM
3 ( 0.003 1.008) node socket value string
22 ( 0.003 0.133) python buttons header
115 ( 0.003 0.023) BKE_collection_parent_relations_rebuild
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91 ( 0.002 0.023) CollectionChild
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1 ( 0.001 1.066) Data from TE
1 ( 0.001 1.055) WM_window_cursor_keymap_status_refresh
1 ( 0.001 1.039) DRWInstanceDataList
12 ( 0.001 0.086) BKE_undosys_type_append
1 ( 0.001 1.023) ui font
11 ( 0.001 0.086) clg_ctx_type_register
12 ( 0.001 0.078) WM_event_add_ui_handler
15 ( 0.001 0.062) actionzone
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1 ( 0.001 0.648) spacetype graph panel drivers
1 ( 0.001 0.648) spacetype graph panel drivers driven
1 ( 0.001 0.648) spacetype graph panel drivers popover
1 ( 0.001 0.648) spacetype file execution buttons
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1 ( 0.001 0.648) spacetype file asset catalog buttons
1 ( 0.001 0.648) spacetype nla panel modifiers
1 ( 0.001 0.648) spacetype view3d panel vgroup
1 ( 0.001 0.648) spacetype nla panel animated strip time
1 ( 0.001 0.648) spacetype image panel uv
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1 ( 0.001 0.648) spacetype clip panel metadata
4 ( 0.001 0.156) dyn vaos interfaces
3 ( 0.001 0.203) CollisionModifierData
15 ( 0.001 0.039) WM_event_add_dropbox_handler
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2 ( 0.001 0.266) Armature
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2 ( 0.000 0.219) spacetype script region
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2 ( 0.000 0.109) ButsTextureUser
1 ( 0.000 0.219) spacetype sequencer tools region
1 ( 0.000 0.219) spacetype view3d xr region
1 ( 0.000 0.219) spacetype image tool header region
1 ( 0.000 0.219) spacetype topbar header region
1 ( 0.000 0.219) spacetype topbar main region
1 ( 0.000 0.219) spacetype sequencer tool header region
1 ( 0.000 0.219) spacetype view3d tool header region
1 ( 0.000 0.219) spacetype nav buttons region
1 ( 0.000 0.219) spacetype clip region tools
1 ( 0.000 0.219) spacetype view3d main region
1 ( 0.000 0.219) spacetype view3d buttons region
1 ( 0.000 0.219) spacetype view3d header region
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3 ( 0.000 0.070) FT_New_Face__win32_compat
1 ( 0.000 0.203) ButsContextPath
8 ( 0.000 0.023) node socket value vector
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Hikmet
(Hikmet Koyuncu)
June 9, 2022, 8:26am
4
Everything seems normal. A software can not use all of your memory. An OS only allow use a software %50-%75 of total memory.
You can disable objects but this objects still kept in your memory.
Solution: Reduce your scene size. For big scenes, use layered render. You can see this technique if you watch some Behind the Scenes documentaries for the films.
joseph
June 9, 2022, 11:42am
5
When sharing long pieces of code, please select that text and click the </> button in the formatting toolbar. It makes it much easier to read
I’m sorry I didn’t know. Thank you for doing it for me.
1 Like
I’ve lowered my scene as much as I can but still can’t render. Do you have any other suggestions?
No worries at all, it’s not a problem Just a tip that might make things easier
Actually the problem is that the ‘Shader’ load is large on the render screen.
If you can’t simplify your full scene, you’re going to need to break it down into layers and composite them.
How high res are your textures? do they need to be that high?
Something I have done in the past is pack all textures in the blend, then unpack them into a local folder. then I run a batch resize on all of those textures to cut them down to half res. It’s a blunt instrument, but it’s a quick way to free up several gigs of textures.
Hikmet
(Hikmet Koyuncu)
June 9, 2022, 8:46pm
11
Shaders load to GRAM, not RAM. Only your textures are stored on the RAM. Try less complex shader setups and low resolution textures.
When I look your statistics, your textures fill 6027 MB space on your RAM. This is too high for me.