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I got to thinking about this and knew you wanted another approach on tht
answer.
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. :)
Grim
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