Thanks, I don't think it's an issue with textures not being found
though. Also the problem can even happen on a single machine, if the
scene is closed and re-opened.
Computers, man! Blargh!
-Tim
On 7/14/2014 10:02 AM, Stefan Kubicek wrote:
I rendered hair from the same scene across multiple machines and never
ran into this. That was with 3delight, though I doubt there is a
dependency on the actual renderer as XSI is responsible for delivering
the full hair description to the renderer.
However, what I did not use was clumping (Hair Multiplicity), in case
you use that you might want to try to turn it off and render a few
frames on all machines and see if that "fixes" the problem. Is the
problem persistent on just those few machines, or does it wander
across machines?
If it's always the same machines, maybe you are using some sort of
cut map (or other map influencing hair geometry) and some machines
can't find that texture, hence rendering the hair slightly different
on those machines that can't find it?
Is there something about XSI's standard hair primitives (not ICE)
that causes the hairs to be generated /slightly differently/ /each
time a scene is opened/? We're rendering with Redshift, but I'm
thinking we saw something like this a few years ago with Mental
Ray as well. Basically, on the farm, some machines will render
their frame ranges with slightly different hair than any other
machine. The only solution seems to be to render all the hair on a
single machine, and to do so in a way that keeps the scene open
(so in the case of Royal Render for instance, set the sequence
maximum to be the full range you need).
The rendered hair isn't 'bad' per se, it's just 'different' from
surrounding frame ranges. The simplest description is that each
machine seems to want to render the hair slightly differently. And
I really wonder if it's not some bug with XSI hair.
--
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