Main thing to watch out for is how your render nodes (if any) are set up. Easy but inefficient is to make them all point to a single workgroup that has all your add-ons, etc. in it, but that can also lead to conflicts, especially if you want to support multiple versions of things.
If you have a farm and are using Royal Render, it comes with a submission script module that will read the workgroup list from the submitting workstation and dynamically connect the render nodes to the right ones. PSYOP does this and it works nicely. An added bonus is that it becomes easier to identify conflicts between add-ons. On Tue, Sep 25, 2012 at 4:58 AM, Adam Seeley <[email protected]> wrote: > Morning all, > > Has anybody come across any problems working with multiple workgroups and > 2013? > > e.g. > 1 x General workgroup > 1 x Arnold Workgroup > 1 x Mootzoid type workgroup > > Seems like a sensible way to be able to chop, change and access different > versions of addons if need be.... if it's stable of course. > > Ta much, > > Adam. > >

