Cheers for your reply, Jeff. I'll try and look out that previous thread with the update every frame setup for the texture problems-it would certainly speed things up rather than local renders! That many actors rendering with mental ray ain't quick! Wish we were using Arnold!
As for the speed issue I realised it was my cock-up. Somewhat of a school-boy error. We had a previous issue so I rebuilt the scene but dropped a randomize around value rather than a randomize by range then couldn't see the wood for the trees! Whooops! What a knob! Cheers Jonny On May 30, 2013 4:31 PM, "Jeff McFall" <[email protected]> wrote: > >> some other textural issues on the farm<< > I had big headaches with this as well till someone on this list was kind > enough to point out the need and supply a node to force the texture > attribute to update each frame**** > > ** ** > > Looking forward to trying out the improved 2014 crowd myself**** > > ** ** > > jeff**** > > ** ** > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Jonny Grew > *Sent:* Thursday, May 30, 2013 10:38 AM > *To:* [email protected] > *Subject:* Re: CrowdFX actor target speed**** > > ** ** > > Not to worry.... It seems a full shutdown and a rebuild of that section of > the tree has solved the problem.... If we weren't mid-job it would seem > from other posts that a 2014 switch over would solve some other textural > issues on the farm but we're getting there!**** > > > **** > > *-- ***** > > *Jonny Grew Ltd** ***** > > *www.Jonnygrew.com***** > > *http://vimeo.com/jonnygrew/showreel2013*<http://vimeo.com/jonnygrew/showreel2013> > **** > > *07855 212722***** > > ** ** > > Jonny Grew Limited is registered in England and Wales. > Company number:07735521 > VAT number: 122713057**** > > ** ** > > ** ** > > This email and any attachments to it may be confidential and are intended > solely for the use of the individual to whom it is addressed. Any views or > opinions expressed are solely those of the author and do not necessarily > represent those of Jonny Grew Ltd.**** > > If you are not the intended recipient of this email, you must neither take > any action based upon its contents, nor copy or show it to anyone.**** > > Please contact the sender if you believe you have received this email in > error.**** > > ** ** > > ** ** > > ** ** > > On 30 May 2013 15:01, Jonny Grew <[email protected]> wrote:**** > > Hello list.**** > > ** ** > > Using 2013 doing some crowd stuff. Got 4 actors and simulating about > 10,000 people.**** > > ** ** > > If I set a target speed directly in the particle simulation tree on the > simulation crowd the actors behave and try to achieve that target speed. > However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of > my actors to go into a run and the other two to be pretty much static - > nowhere near their min speed of 10. There is no animation on the > randomize. Tried blowing away the randomize node and starting with that > again but same result. Used turbulize but same result. Changes the seed of > the simulation cloud. Everything seems to have the same result.**** > > ** ** > > Removing the actors that are misbehaving means that the remaining 2 actors > populate the whole sim and the same issue arises but this time with one > running and the other being static. I can't see that there's any > instruction to tell the 0,1,2 or 3rd actor to behave any differently. *** > * > > ** ** > > Any thoughts people?! **** > > ** ** > > Cheers**** > > Jonny**** > > ** ** > > ** ** >

