Recalculate particle pathcache stuff for all particles instead of
trying to be smart. This breaks child interpolation otherwise because sometimes parent paths are not calculated and give bad clumping results.
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@@ -3000,7 +3000,7 @@ void psys_cache_paths(ParticleSimulationData *sim, float cfra)
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}
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/*---first main loop: create all actual particles' paths---*/
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LOOP_SHOWN_PARTICLES {
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LOOP_PARTICLES {
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if (!psys->totchild) {
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psys_get_texture(sim, pa, &ptex, PAMAP_LENGTH, 0.f);
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pa_length = ptex.length * (1.0f - part->randlength * psys_frand(psys, psys->seed + p));
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