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
>>
>>
>>
>


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*  Stephen P. Davidson**
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*    [email protected]

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