You are experiencing precision error with floating point values.  As the 
integer portion increases, the precision of the decimal decreases.

You could use scripting to automate, but you've pretty much found the accepted 
solution.

Matt




From: [email protected] 
[mailto:[email protected]] On Behalf Of Philip Melancon
Sent: Wednesday, August 07, 2013 3:37 PM
To: [email protected]
Subject: Jittery strand-deformed instances

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

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