Why does my dynamics and/or MoGraph simulation appear to stutter or look jittery when using Team Render?

Matt
Matt
  • Updated

Team Render: simulations jump or render inconsistently

Dynamics, MoGraph, Volumes, Global Illumination, or Ambient Occlusion may appear to jump or differ between frames when rendered on a farm.

Why this happens

Simulations and some evaluations can vary across hardware, drivers, and OSes. Mixed environments (Windows, macOS, Linux) and heterogeneous CPUs/GPUs increase the chance that each node produces slightly different results.

Fix: cache simulations from a single machine

Cache or bake simulations before sending to the farm so all nodes read identical data instead of recomputing locally.

Bullet Dynamics

  • On each Bullet Dynamics tag, open the Cache tab.
  • Click Bake Object (or Bake All to bake every dynamic object).
  • Alternatively: Project Settings (Ctrl/Cmd+D) → Dynamics → CacheBake.

Unified Dynamic Simulations

  • Select the Dynamics tag and open its Cache tab.
  • Choose Cache Object (selected tag only) or Cache Scene (all unified dynamics in the scene).

MoGraph

  • Right‑click the MoGraph object (for example, Cloner) → MoGraph Tags → MoGraph Cache.
  • Click Bake. Apply a cache tag to each MoGraph object you need.
  • R20+: Prefer an external cache to keep the project file small.

Thinking Particles

  • Use a Cloner instead of Particle Geometry.
  • Set Cloner to Object mode and drag the Particle Group into Object.
  • Place the render geometry as a child of the Cloner, then cache with a MoGraph Cache tag (see MoGraph above).

Volumes (R21+)

  • In Volume Builder, click the green microchip button to add a Cache layer for predictable modeling and rendering.

Bake to Alembic (R20+)

  • Right‑click the object → Bake as Alembic (or Bake as Alembic + Delete).
  • Useful for standard particle simulations from the Emitter object.

New Cinema 4D Particles (2024.4+)

  • Select the Particle Group object.
  • Open the Cache tab and click Cache Object.

Notes

  • Many third‑party tools (for example, X‑Particles, RealFlow) include their own cache/bake workflows. Refer to their documentation.
  • Caching ensures every render node reads the same data, producing consistent frames.

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