I believe it has to do with what frame the scene was loaded on. IE, the hair is generated from the mesh's position when the scene loads, then the scene advances to the right frame, and it uses the distribution from where it loaded.
This is partially superstition, but IIRC those were the rules, and these issue occur when you render on the farm using scenes left on different frames. On Mon, Jul 14, 2014 at 9:45 AM, Ed Manning <etmth...@gmail.com> wrote: > IIR, this is indeed an old issue that I remember seeing in MR. I think > it's not a bug per se, but a limitation of how XSI hair primitives are > internally dependent on previous frames' data. I don't think there was ever > any workaround other than doing all the hair consecutively on one machine. > Maybe some way of caching the hair? >