- A miss thought multiplication in hair effectors created a strong dependency on the draw/render steps value, now behavior is much better although a stronger effector force is needed for the effect to show.

This commit is contained in:
Janne Karhu 2008-01-17 10:44:23 +00:00
parent cb025f95de
commit 61a4188e1d

@ -2446,7 +2446,7 @@ void psys_cache_paths(Object *ob, ParticleSystem *psys, float cfra, int editupda
do_effectors(i, pa, &eff_key, ob, psys, force, vel, dfra, cfra); do_effectors(i, pa, &eff_key, ob, psys, force, vel, dfra, cfra);
VecMulf(force, pow((float)k / (float)steps, 100.0f * psys->part->eff_hair) * steps); VecMulf(force, pow((float)k / (float)steps, 100.0f * psys->part->eff_hair) / (float)steps);
VecAddf(force, force, vec); VecAddf(force, force, vec);