That's similar situation we face at one time, so we create a callback after
scene open and query values from ICE nodes, which for the ICE tree to
evaluate.
But in our situation, it is a custom ICE nodes, and it always crash in
batch mode.

You could test it with batch render on local workstation see if it does
have similar issue.
As far as I understand, Royal Render just send a batch command to client to
render the shot., you can get the batch file to test on local workstation.

Cheers,



On Mon, Jul 14, 2014 at 5:44 PM, Ho Chung Nguyen <
[email protected]> wrote:

> Hi Darren
>
> This is due to the fact that the ICE attribute that the shaders use as UV
> is not evaluated on render farm.
> You can find the attribute name in tspace_id parameter of Image node in a
> render tree. In CrowdFX, it's named "Texture_Projection"
> If you are using Softimage 2015, we have an API to force the attribute to
> always evaluate
>
> http://docs.autodesk.com/SI/2015/ENU/Softimage-Developer-Help/index.html#!/url=si_cpp/classXSI_1_1ICEAttribute.html#a66c6820ed6a052016ff08b7e19d2a9bb
>
> For earlier versions of Softimage, I'm afaid you'll have to work around
> this issue by turning on the Show Values option for this attribute.
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Darren Blencowe | VA
> Sent: Friday, June 13, 2014 11:25 PM
> To: [email protected]
> Subject: Crowd FX - losing textures with RS on RRfarm?
>
> Hi. We have got a problem with the textures in CrowdFX.
>
> We're using Royal Render and Redshift.
>
> What's happening is that the crowd has no texture in the render when
> rendered in RR.
> But it renders fine on my workstation.
>
> Mental Ray renders ok, but not all the time.
>
> If I save the scene at frame 10 for example, when I open it again all the
> characters are black 'til I go to frame 1, where the environment simulation
> starts, and all the textures pop on.
>
> So I save the scene at frame 1, but Redshift still won't work on the
> network.
>
> So, it looks like rendering the scene without the gui, and not getting
> kicked by actually going to frame 1, means that Redshift is struggling.
> We can't really cache the crowd because there's so much to do. Data
> management might become an issue.
> We control the crowd with some nulls and sliders that the animators have,
> which we export into the master scene for rendering.
>
> A bit long winded, sorry. Any help, very welcome.
>
> Thanks!
>
> D.
>
>
>


-- 
Daniel Harjanto
Infinite Frameworks Studios
TD
http://misterdi.cgpot.com

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