I was told the issue could be coming from the scale of the mesh, and that C4D dynamics don’t work that well with real world scale. Not sure based on experience if I agree with that assessment, but I did increase the scale in another version, and while that helped the problem a bit, there is still a tiny amount of jitter happening.
Please have a look at the file below, chrisjcrocker,
It is not set to 100%, (rest) but my other suspicion was the Collider itself. I subdivided (smooth 2x) and it seems to be reasonable now. But that is your call what is reasonable for your project, let me know.
Of course there is the initial jitter, when the dynamics starts, but then it is solid. You describe a performance loss, then cache it to see it faster.
Cached version with a different point number of the guides (just another test) See link below
You’re absolutely right. Once I cached and did a playback everything was fine. However playing it back through Dynamic Interaction Redraw was still giving me the issue. It’s bizarre that a cache would clean that up.
Dynamics normally have a limit how long they should try to solve before they stop. There is no given parameter for the Hair dynamics, which would do the trick. Since most of the guides came to a stop, there was that question, why do not for all. The only option to explore it was to select one by one of the problem maker and use the Simulate> Hair Tools> Straighten. Most of them were in peace after the energy was burned (set your Rest state carefully, and use drag/rest options, etc)
However, that wasn’t really my idea to suggest, to pick one by one. But something was dragging on them. I put the Gravity to a much lower value, and things get faster to rest now. I have no idea about your final animation, but perhaps to set this value (Hair> Attribute Manager> Forces> Gravity). Perhaps that might work for you.