Hi folks, I've got a simple setup where strands are deforming geometry instances. My problem is that the further we get from the global 0 of the 3d scene, the more the instances start deforming really weirdly. It looks as if a jitter operator has been applied to the instance.

Our workaround so far has been to put everything under a null, bring it back to the center of the world, cache, and then move the cached result back where it's supposed to go. I'd love a less convoluted process if someone knows of a better way to fix this, as I'd hate to have to do this for 350 shots.

Thanks,
Phil
ModusFx

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