Paul says to cache out the strands to 1 frame.. and read that frame back in
for all frames.

If I cache out frame one, and read that in again right underneath in the
ICE tree it works and deforms as expected without jittering - the groom
node is still plugged in. However it is really slow at loading the cache
and evaluating the ICE tree - I guess Cage deforming the strands is slow,
and it crashes on the renderfarm - I can only render it in the UI on one
workstation. If I attempt to export the butterfly as an Arnold .ass file
Softimage is either really slow, or crashes.

I suppose if I could cache the deformed strands, and load that cache, it
would work.

How exactly did you do when unplugging the groom node? I get weird results
with the cage deform sort of mixing with the first frame which I cached
out.



Morten






Den 13. juni 2015 kl. 13:03 skrev Ognjen Vukovic <[email protected]>:

> If i recall correctly you have to cache the groom node, where the fur set
> up is and unplug it from the ice tree, that solved the jitter for us, but
> that was quite a while ago, so i might be wrong about that. I dont have
> soft here at the moment so i cant really recall the name of the node but i
> think it was called fuzz groom or something simmilar, either way its the
> first node tree that opens up when you enter the ice tree for fuzz.
> 
> On Fri, Jun 12, 2015 at 12:53 PM, Morten Bartholdy < [email protected]
> <mailto:[email protected]> > wrote:
> > Paul got back to me - caching the start frame and reading it back in per
> > frame should solve it. Not exactly sure how to do the reading per frame
> > though.
> > 
> > Morten
> > 
> > 
> > 
> > 
> > 
> > Den 12. juni 2015 kl. 12:44 skrev David Barosin < [email protected]
> > <mailto:[email protected]> >:
> > 
> > > I'm not familiar with Paul's setup but he's a very clever and talented
> > > guy.
> > > If the jitter is just a few occasional pops, I'd check if any nodes are
> > > using a point reference frame (ICE attribute) instead of a poly reference
> > > frame  (or a point normal instead of a poly normal).  When sticking
> > > geo/particles to other surfaces I've found that the point reference frame
> > > is an interpolated result which can make things jitter on a deformation.
> > > The poly reference frame (or poly normal) locks to each polygon.  I like
> > > the look of the point interpolation but when it causes problems I switch
> > > to
> > > poly.
> > > Beyond that emitting from deforming geo can also cause problems.  I would
> > > suggest using a static object to do all the emitting/grooming and transfer
> > > that over to the animated mesh. Not sure how you're doing it now.
> > > 
> > > 
> > > 
> > 
> > 

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