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

