yes for pointcaches or ICE caches, but that’s usually a bit more work than you 
want to do if you just want to “save scene / send to farm” and need to run to 
catch your ride home.
There’s plotting shapes as well, or caching the environment (now I’m wondering 
if this works for non-simulated trees but I guess so?) – both are just a few 
clicks and fairly painless.

In any case, I’d do these on a duplicate geometry, keep the original ICE one 
live, and set it up in a pass – with the ICE version hidden and the 
cached/plotted/... geometry visible.
You will save the time to set this up many times over when doing iterations of 
the shot.
From: Cesar Saez 
Sent: Tuesday, December 10, 2013 4:52 PM
To: Morten Bartholdy ; [email protected] 
Subject: Re: ICE deformation not rendering on the farm

Yes, it could be better... but most pipelines send caches to the render farm as 
a way to ensure the same evaluation of the shot (sort of WYSIWYG).
It is not such a big deal IMHO. 



On Tue, Dec 10, 2013 at 12:27 PM, Morten Bartholdy <[email protected]> wrote:

  Thanks, I will try that. If this is the case, I'd say the implementation of 
ICE is somewhat flawed. I understand this should be for performance reasons - 
it would be nice with an "evaluate whole ICE Tree" functionality which could be 
turned on by the user, to avoid wasting so much time getting a simple thing 
working. 


  Morten

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