So I have been working on this animation project and notice a couple things.
1. if you are experiencing keyshot resending the data to your GPU's with each frame you render, set Keyshot to render in the background. This will prevent most of this reloading.
2. even doing this, Keyshot is only using about 35% loading/usage on any of my cards. But in preview mode, all my cards register nearly 80+% usage.
3. Setting your Keyshot resolution to your output resolution and doing a screen capture, as long as you don't need transparency and such, and doing a screen capture produces much quicker results! Like a factor of 10.
So with the help of my son we put together a mouse/keyboard macro to automate the capture of the frames. Since Keyshot doesn't have a shortcut key for the "next frame" button, we had to capture the mouse click location.
We used an app called Autohotkey and got it to work.
^j::
MouseGetPos, xpos, ypos
numberOfFrames := 25
loop %numberOfFrames%
{
Send {p}
Sleep 500
MouseClick, left, %xpos%, %ypos%
waitTime := 8 * 1000
Sleep waitTime
}
exitapp
Save the above as a .ahk file which is what Autokey uses.
Keyboard short cut is set to Control + J.
Set the number of frames for your animation
Sleep waittime is the amount of time you want your screen to redraw.
Once done, compile the script with the app by right clicking on the saved file. Then run the little exe that it makes. Once running, click on Keyshot window so that it is the active window on screen and hover your mouse over the "next frame" button on your timeline. Hit the control+j shortcut and Keyshot will start taking screen captures and advancing one frame at a time.
This allows you to use almost full use of your gpu's when rendering now.
Hope this helps others.
Wayne