Why does arnold need to calculate all the frames of an animation each time it renders a frame in a sequence?
i.e. at say, frame 200, arnold calculates from frame 1 all the way up to 200 to do the render blur.
Why not just calculate between 199 and 201?
hope i'm missing something.
thanks!
What kind of animation? I don't see this behavior with motion capture, for example.
i'm using nParticles. And you are right, it does not happen with regular geo or motion capture.
Thanks Stephen.
Are the particles cached? If so, I wouldn't expect MtoA to playback the whole timeline.
Yeah, me either. That's why I was confused.
I try it both cached and uncached, same result.
And have tried it on mac and windows, same result.
Have you noticed this with nParticles?
Make sure they are cached. If they are not its needs to re-evaluate the particles position. I had successful tests with particles.
Okay, so ....
I found that cached particles DO stop the calculations from repeating, however, now the particles
do not render. They are visible in the display ports, but not in the final render.
I'm looking into it.
Thanks guys, and @Arvid Schneider you have some very helpful tutorials!
Motion blur calculates all frames over and over...solved.
Thank you for your help, guys!
Found out that my cache files were the problem along with setting evaluation mode to DG instead of Parallel. For anyone else looking for similar problem go here to set your evaluation mode:
My particles are cached and eval is set to DG, yet I am still experiencing the same issue where Maya/Arnold goes through the entire timeline when I turn on motion blur. I also made sure that the motion blur length does not exceed the evaluation per frame in the cache (both are 1).
Still Maya/Arnold goes through the entire timeline when I turn on motion blur.
I face the same issue all of sudden but unfortunately, your solution is not working with my machine, I need to render about 800 frames....the rendering takes only 30 seconds per frames but should wait about 50 mins per frames to calculating by maya as well, I have no idea what should be calculated, all those particles on maya are fully cached.
I would really appreciate it if you have other solution about it!!!!