Thanks Adam, I appreciate your response
Yeah, I have done that a gazillion times and they still seem to disconnect when 
rendering.  Though I have been jiggling with the materials quite a bit...
However I'll try again as my experience seems to indicate that things magically 
begin to work *after* after posting on the list

I don't do much scripting so would like to ask if it is conceivable that one 
could create a script that would execute every frame and snap those connections 
together?

Thanks again
Jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Tuesday, February 26, 2013 1:37 PM
To: softimage@listproc.autodesk.com
Subject: Re: ice crowds and rendering

Hi Jeff.. This is a known issue for sure.

I work around the issue by doing the following,

I generally just get in and edit the texture projection in the render tree per 
image node on each actor copy. You have to point each image to the 
TextureProjection UV available to each ActorCopy.)
On the Mesh Proxy you have to set the UV's to the correct projection in the Set 
Mesh Proxy compound in the ICE tree.

Once I do that, I have no problems with textures showing on rendered sequences.

Adam

On Tue, Feb 26, 2013 at 9:08 AM, Jeff McFall 
<jeff.mcf...@sas.com<mailto:jeff.mcf...@sas.com>> wrote:
I have been working with crowds and am excited about some of the results I am 
getting but have one nagging problem that I have not been able to overcome.

That problem has to do with rendering and the fact that texture projections 
seem to become broken/disconnected from the material when the job distributed 
to a farm (we are using RR).
When submitting jobs as a continuous sequence that begin on the first frame 
(frame 1) all seems to work fine.  However when the job is spread across 
machines the textures are broken.

As a quick overview of my setup I am using an random integer to drive a color 
switch in the render tree which basically selects the appropriate texture.
As I said this all works fine as long as I render from the first frame of the 
sequence.

Just a guess but I suspect this has something to do with the fact that the 
texture projections are created when the ice tree initializes on the first 
frame.
Has anyone else experienced this and maybe know of a fix or workaround?

I am wondering if I can tweak the scene or render software somehow to force the 
simulation to begin on frame 1 for each frame rendered?
Seems I recall some scripts that may do this but I have been unable to track 
any down.

Any suggestions much appreciated
Thanks
Jeff


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