If you have random time offsets for each particle, it will take more time
to load all the different files but maybe you can use time offset groups to
reduce the IO overhead. Just use a limited range of (non-animated) random
integers, scale the result and add it to the current time.


On Wed, Jul 10, 2013 at 4:49 PM, Jens Lindgren
<[email protected]>wrote:

> I see now that you're taliking about MR *facepalm*
>
>
> On Wed, Jul 10, 2013 at 4:47 PM, Jens Lindgren <
> [email protected]> wrote:
>
>> If you're using Arnold you're better of asking on the SItoA list.
>>
>> /Jens
>>
>>
>> On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum <
>> [email protected]> wrote:
>>
>>>  Here's a funny one:
>>>
>>> I have a bunch of particles representing people in a crowd.
>>> I set an integer attribute called *clip_frame* on these particles.
>>> I have hundred image clips and I set the *time source* of the clip to
>>> be the attribute that I set in the ice tree rather than *scene_time*.
>>>
>>> When all these numbers are the same, MR renders as you'd expect straight
>>> off the bat pretty quickly. When these are all different numbers I get a
>>> helluva slowdown pre-render. It takes an absolute age to get its act
>>> together before it starts rendering.
>>>
>>> Any ideas?
>>>
>>> Thanks
>>>
>>>
>>> Alastair
>>>
>>>
>>> --
>>>  Alastair Hearsum
>>>  Head of 3d
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>>
>>
>> --
>> Jens Lindgren
>> --------------------------
>> Lead Technical Director
>> Magoo 3D Studios <http://www.magoo3dstudios.com/>
>>
>
>
>
> --
> Jens Lindgren
> --------------------------
> Lead Technical Director
> Magoo 3D Studios <http://www.magoo3dstudios.com/>
>

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