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Fast moving pyro emitter and clustering help!!!

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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!!!



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