I'm having a bit of an issue with getting the color from a texture map: I have 16 grids each one with its own texture map, and in my ICE tree I have 16 emitters, one for each grid, which emit particles, looking up the color from the texture map (emit location, each emitter has a different png photo for the texture map).
Thing is, as soon as I set up the emitter to look up the color on the map, speed drops significantly. So slow that the only way I can see me using this setup is to use particle caching. Is it expected to be an 'expensive' operation to do color lookup? Also I notice only one core is used. Is it also related to texture map size (I'm using quite hi-res pix)?
Also i'm kind of stuck: my scene, when loading, starts the sim to go to the last frame. No way to stop it. I see it working since every 2 minutes it outputs a particle cache file, signs it's moving on in the sim. But if my calculations are correct, it will take 20 hours for the sim to finish. No way to get control back
BTW i'm running 64 bit Vista, SI 2012 SAP.
I'll keep investigating on my side and if I come with anything, I'll post here.
Thanks!
Claude