Hi,
I have been trying to solve this issue for a week or so now, trying every option I can find. As far as I am aware it is not related to the known issue of hair going crazy from using AA or temporal samples when rendering through MRQ. It is something different.
My hair will animate very nicely, and flow and react to the head movements naturally when I play it back real time in sequencer. But if I render out this sequence with MRQ, its almost like the sim will miss some or not register some head movements. Parts of the animation flow through the hair, but bigger head movements/rotations, make the hair kinda react like a stiffer helmet hair, with very stiff movements, less reaction and flow, unlike what I see in real time. its fairly close to real time playback but a definitive noticeable difference and reduction in quality if you are looking for it.
I thought I could at least fall back on maybe playing back in full screen immersive mode and just do a screen capture if the hair only fully works in real time, but when I go full screen I start to get the same results as MRQ, stiffer hair, that doesn’t fully react. Seems like the results or sim changes based on the screen resolution or from reduced performance?
I also tried baking/caching the sim for the first time and got the same stiff results back.
I have fiddled with all the project settings Physics and chaos options, messed with all the sequencer frame rate/tick rate options, all the hair chaos sim options on the character. Sub-steps, collisions, iterations, etc. Tried a bunch of MRQ options, even installed latest 5.4 to see if it would fix anything, and it always produces unnatural motion in MRQ or in full screen. Cant seem to capture the nice hair sim I see when watching real time in the view-port window.
This hair sim is on an imported fbx skeletal mesh character, being driven by 2 animation sequencer layers and an additive fkcontrol rig in sequencer if it helps.
I am at a loss as to what to try next. Appreciate any ideas, thanks.