I have also had luck with deleting the new texture projection that is automatically added, that is causing the problem. This can be a little easier to accomplish, depending on your situation. I am referring to the situation where you have multiple clusters for one object.
This can happen when you create new passes based on a duplicated pass. annoying, but fixable. On Tue, Feb 26, 2013 at 1:36 PM, Adam Sale <[email protected]> wrote: > 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 >> >> >> > -- Best Regards, * Stephen P. Davidson** **(954) 552-7956 * [email protected] *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke <http://www.3danimationmagic.com>

