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 <[email protected]> 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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