I was trying to figure out how to batch process out a bunch of different materials on an object.
I have multiple works that are the same size and I am trying to figure out how to quickly render them all out without having to change materials (art works) for each render.
I thought that I could set up an animation, with MixRBG nodes animated to change on each frame.
I can get 8 mix nodes and they seem to be working. On the 9th node, I get the pinkie of doom! It doesn't matter if it is a repeated image or new image. It still shows pink.
I did test to make sure that the last image was valid and accurate. I even switched to a different image/folder. Same issue.
Which suggests to me that I over stocked the memory, as @DuarteFarrajotaRamos suggested.
So I can do 8 frames and then rebuild the material. Or I can try doing 33 different planes and animating their visibility.Seems a bit excessive.
At 8 nodes it works:
I tried running a test on No-Can-Do's concept. It really seems like it should work: In materials preview, I can see each image change as I scroll forward.
It works in the cycles preview as well.
But, Render Animation (and render frame too) disregards the image sequence completely. Immediately after attempting a render and getting just the metal surface, Blender seems to forget the image sequence all together and both the Material Preview and Cycles Preview no longer have the image sequence. It is still in the nodes, but not showing up.
I think I am missing a simple step somewhere but I am not sure what it is!
Image sequence in the material