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Multiple pyro objects and multiple pyro volumes don't play nice together?
Hi there. If I have two pyro emitters, two pyro output objects, and two pyro volume materials, at render time, the tint value of both RS pyro volumes gets blended upon emission (in this case, 50% gray?): the separate tints are never separate. I’m attaching a simple test scene in case anyone who knows what they’re doing (unlike me!) wants to take a look: if you delete either of the volume materials from the pyro emitters, the “steam” will then be either red or cyan. Thanks for any advice! I also tried setting up a separate simulation scene, but a) that killed my GPU and b) even when I scaled it down, the pyro sims were no longer interacting. Boo! Okay, again, thanks!