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  1. Hi I want to achieve a pixie dust effect using a particles simulation. The way that I have done it, is by using a layered CHOPS noise that generates the flicker for the particles color. Using a different seed for each noise produces a very nice delay and variation for each particle. The problem is that for rather large simulations I have a possible memory limit issue when `cooking` the CHOP noise. The attached example has a limit for the particle count in order to be easy to load the first time. There is about 250 points and 250 channels of noise. That works fine but when the particle number is around 400.000 the memory required for cooking goes up to about 30 GB. Any ideas for a better workflow? Thank you! cheers Cristian nS_sh02_t_v04.hiplc
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