>> I do what Adam said...but before I make sure the ice projection is >> calculated correclty (not bypassed by those evil ice optimizations) by using >> the attached compound at the very end of in the first icetree on each >> "actor_copies" mesh. It's really simple, it ensures the attribute is set by >> using it inside a null equation that get/set point positions. <<
Here it is in case you have trouble. Thanks to Fabricio Chamon for sending this in the original thread - it was a life saver, really :) I shudder to think how many rebuilds I did trying to get these to render. This seemed to fix it in a snap. I know the feeling well. Live and learn I guess Best Jeff From: [email protected] [mailto:[email protected]] On Behalf Of Jonny Grew Sent: Thursday, May 30, 2013 2:48 PM To: [email protected] Subject: RE: CrowdFX actor target speed 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]<mailto:[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]> [mailto:[email protected]<mailto:[email protected]>] On Behalf Of Jonny Grew Sent: Thursday, May 30, 2013 10:38 AM To: [email protected]<mailto:[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://www.Jonnygrew.com> 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]<mailto:[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
Force Attribute Eval.xsicompound
Description: Force Attribute Eval.xsicompound

