Thanks, that's interesting. In our case though, I'm talking about a single shot, which means all machines will load the exact same scene file at render time. I think RR starts by opening the scene, moving the playhead (internally of course since it's xsibatch) to whatever the scene's in-point is, then moving the playhead to the frame that's supposed to be rendered. And up until that last move, everything should be the same from machine to machine.


On 7/14/2014 9:26 AM, Jonah Friedman wrote:
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 <[email protected] <mailto:[email protected]>> 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?



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