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

