12-12-2023, 03:47 PM
Nope, that's correct behavior...animated terrains can't be cached. This is just due to the huge amount of memory that would be required to cache multiple frames of terrain to RAM like that (a simple 4k terrain requires something like 500mb per frame of RAM to properly store height/color data).
If you have a history-independent setup (fluid wouldn't qualify, but something like animated noise would), then you can simply set your flow to history-independent mode and caching will no longer be necessary.
If you have a history-independent setup (fluid wouldn't qualify, but something like animated noise would), then you can simply set your flow to history-independent mode and caching will no longer be necessary.