Brill Rob That's sorted it.
Thanks On 13 January 2013 12:45, Rob Chapman <tekano....@gmail.com> wrote: > and.. if you wanted to try the other way of splitting your particles into > numerical amounts use the 'modulo' math node like below - this basically > splits your particle amount into half > > ive used element index as input because no doubt, like myself, you never > used to bother to save the Particle ID with the cache when you were > starting out with ICE :) > > cheers > > Rob > > > > > > > > On 13 January 2013 11:58, Rob Chapman <tekano....@gmail.com> wrote: > >> few things Ben, >> >> so you are using MR? - have you tried creating Stand-ins and instancing >> these rather than geometry? Ive managed to get a animated crowd of 80k+ low >> to mid res characters with stand-ins that normal instanced particles would >> not render due to memory limitations. >> >> easiest way (imo) to split the cache up would be to partition it. get >> some very big cubes to divide up the scene space and use If> the 'point in >> volume' node to detect if the particle is inside the cube or not > delete. >> >> cheers >> >> Rob >> >> >> On 13 January 2013 11:44, Ben Beckett <nebbeck...@gmail.com> wrote: >> >>> Hi All >>> >>> I was wondering I have a particle sim that is cached I need to instance >>> the cache with a bug there quite a few and when it goes to render it said >>> "no way!" Computer said NO. >>> >>> So it bring me to ask a question does any one know how I could split >>> the cache or even split it in to 5 scenes, am thinking. >>> >>> What am thinking is that I need is to delete every second particle lets >>> say with a condition. >>> >>> I have tried with no luck maybe this does not work with a cache am >>> thinking! >>> >>> I would love to to keep every other like every 5th or 9th for example. >>> >>> Is there any one that could point me in the right direction please. >>> >>> Thanks >>> Ben >>> Happy new year everyone! >>> >> >> >