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