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I'm working on a cloud asset and I've encountered a small problem. The basic cloud geometry is build with Metaballs a copy sop and then converted to fog with the cloud sop. I cached the cloud to a VDB and put a bounding box around it as final output and give it a Pyro shader. In the Instance node, I created a grid and at some random values to the pscale and rot attributes. I put the bounding box as the object to be instanced and gave the instancer a delayedload file material and put the cached VDB in here. The whole setup works but the pscale attribute also seems to be messing with the density scale of the pyroshader. How can I compensate for extra scale. I tried to divide the density by $PSCALE but that didn't work out. Thanks!