utterchaos Posted December 20, 2018 Share Posted December 20, 2018 I am having a few issues with a heavy pyro sim of a rocket flying around a scene. I'm able to get a decent looking sim without clustering but at the resolution I need the sim crashes about 75% way through on a beefy 256GB RAM node. Last night I figured out that you can define the cluster voxel density by the clustering points but I still can't figure out why there seems to be doubling or tripling of density when a new pyro contained is spawned. Below is my working file, it's messy I know so go easy on me :D... Super many thanks in advance, you're saving my life!!! https://www.dropbox.com/sh/3jkt8y6pz66cimh/AAAB-4BF7hfZESZd4VRLC_bTa?dl=0 Quote Link to comment Share on other sites More sharing options...
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