Random color / texture jumping over frames?

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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franchus
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Hi, I have a huge library with tons of instances. Each texture is loaded into a gradient node and driven by a random color. It works fine until I stop the render and resume from my last frame. I get jumping textures. Also if the cloners have a visibility modifier the texture gets jumping every frame. Has anyone come up with this? is there any solution?

thanks.
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aoktar
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Is this schema on page making any sense? I'm asking because the explanation is tightly dependant to this logic.
https://docs.otoy.com/#60Animation%20rendering

Also which visibility modifier are you saying?
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franchus
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I did enable material checking but it still happens. The visibility modifier is a checkbox in the mograph efector (plain).

Somebody at work suggested using mograph cache on my cloners to avoid the issue. So, I'll try it and let you know if it works.
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aoktar
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just add object tag on top of related objects. And don't use 'Resend all data's from render settings. you'll see how magically works. Do you want to know why?
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franchus
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aoktar wrote:just add object tag on top of related objects. And don't use 'Resend all data's from render settings. you'll see how magically works. Do you want to know why?
Great! I'll try this. Yes! I'd like to know how does the object tag prevent this from happening (the scene and number of instances is insane btw)
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aoktar
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franchus wrote:
aoktar wrote:just add object tag on top of related objects. And don't use 'Resend all data's from render settings. you'll see how magically works. Do you want to know why?
Great! I'll try this. Yes! I'd like to know how does the object tag prevent this from happening (the scene and number of instances is insane btw)
It's actually simple logic. But you should know what does object tags. That's the reason why i asked and pointed the link.
When you have a tag, meshes are exported as movable. When you have a cloner with render instances and no tag, then first object will be static because it's source object. Other will be movable. So this causes a change on count of movable objects.
Uhm i said that's simple but hard to explain ;) Best you make a scene with just a cloner+renderinstances. Send render to LV with all movable=enabled/disabled options. Then check LV->Help->Octane Nodegraph for both cases.
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franchus
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Thanks a real lot!
I did get it to work adding both things just in case a mograph cache tag and an object tag. Maybe just one would do but It's a huge render and can't risk surprises.

Best!
F
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