In rare cases, a rendered image may not match what is displayed in the interactive window. This may be caused by different solutions if nodes are evaluated in a different order. 
         
         The most common occurrences are: renders that are divided among multiple machines produce inconsistent results; an arbitrary
            frame within an animation range is rendered alone; or rendering with motion blur produces different results than rendering
            without motion blur. 
         
         Scene elements which may produce undesirable render matching include: 
         
            - Any dependency graph cycle. 
- Animated nodeState on any node. 
- Animated transform limits. 
- The multi-chain IK solver. 
- Expressions that modify values based on a previous value. For example: tx = tx + 1. 
- Expressions that conditionally set values. For example: if (ty > 5) tx = ty. 
- Expressions that execute commands (or create or delete Maya nodes). For example: sphere. 
- Particle/softbody solutions (because of timestep changes). 
- Geometry Constraint nodes (because they go to the point on the target geometry that is closest to the current point). 
- Any constraint where the sum of the target weights is zero. 
- Aim, tangent, or normal constraint or lookAt nodes with the worldUpType attribute set to None. 
- Aim, tangent, or normal constraint or lookAt nodes with the upVector co-linear with the aimVector. 
- IK with an animated solverEnable value. 
 
            Workaround
            
 
            The renderer can invoke a MEL procedure just before you render a frame. Write (or find) a MEL procedure that forces evaluation
               at the intervening skipped frames. Name this script preFrameProc.mel. Specify this script in the  text field. 
            
 
            To use a MEL script
            
            
               - Create the MEL script; name it preFrameProc.mel and put it in your Maya scripts directory. 
- Under , type preFrameProc in the  field. 
                  If motion blur is on, you may need to bake the animation.