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 → Cache → Bake.
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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