In rare cases, a rendered
image may not match what is displayed in the interactive window.
This may be caused by different Dependency Graph 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. (You specify this
script in the Render Settings > Render Options >
PreRender Mel text field.) You can use this procedure
to force evaluation at the intervening skipped frames.
To use a MEL script
- Put the MEL script (named preFrameProc.mel)
in your Maya scripts directory.
- Under Render Settings >
Render Options, type preFrameProc in the PreRender
Mel field.
If motion blur is on,
you may need to bake the animation.