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. > > > > > > > > > > > > >

