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!****
>
>
> ****
>
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> 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****
>
> ** **
>
> ** **
>

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