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.
Random color / texture jumping over frames?
Moderators: ChrisHekman, aoktar
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?
https://docs.otoy.com/#60Animation%20rendering
Also which visibility modifier are you saying?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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.
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.
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?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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)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?
It's actually simple logic. But you should know what does object tags. That's the reason why i asked and pointed the link.franchus wrote: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)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?
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

Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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
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