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GrimDude wrote:
>
> I got to thinking about this and knew you wanted another approach on tht
> answer.
You got it !! ;)
> I defined a ton of objects, randomly select through those objects, create
> random offsets upon the surface of an animated vortices, and then rotate the
> entire structure within a motion blur statement (adjusting for offsets,
> etc.). It's messy, sure. Too, I used a very high sampling rate on the motion
> blur (170,1/32) and a rotational rate of 180,000 degrees per second. That is
> what I suspect caused 8.6 million overflows. :)
Was it the 170 samples of the motion blur that generated the I-stack
overflows ?
How much do you set max_intersections now ??
Bouf.
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