Here's a new one.
This time it's a bit tricky, as it is a problem with inter plug-in compatibility.
I will send this post on the cebas forum also so don't be mad .
Build a Pflow particle stream and devide it. For example shoot particles leaving a particle trail and after let's say 30 frames explode them into new particles leaving their own trails. We're aiming at a palm tree-look-effect. Now assign to each of the trails events a PFAburn operator since we will want to have two different aburn effects on them.
Here's what happens:
- if you assign Aburn effect to entire Pflow, everything renders in both scanline and Final Render,
- if you assign an afterburn effect to the PFAburn operators and render with scanline, it renders,
- if you do the same and render with Final Render, Max crashes
I can send you my max scene if you want.
You think there's a chance of solving this. I know there is a simple walkarround, just render with scanline, but it would be nice to have everything working
Hello Filip,
It is really strange that renderer would have any influence on AB->PFlow communication.
If not a problem, please send us a file so we can take a look.
We should be able to fix it quickly if it crashed in our plugin.
Regards,
Kresimir
Thamks for your reply Kresimir.
Could you just post an e-mail where I can send the test scene. I don't want to send it to the official support address so it won't get lost
the only error i see here is replacing Plow with tp
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Filip Kaczorek Wrote:Thamks for your reply Kresimir.
Could you just post an e-mail where I can send the test scene. I don't want to send it to the official support address so it won't get lost 
Hi Filip,
Please send it to mailto:kresimir@afterworks.com.
We have some other AfterBurn bugs to fix as well, so I cannot promise that we'll be able to fix it this week.
Best,
Kresimir
Dukeofhasard Wrote:the only error i see here is replacing Plow with tp 
If TP would be free, then I'm sure most of the people would, but on the other hand, not many people does not need such an advanced and complicated partcile system
Believe it or not but I actually use TP. It is amazing but it is also very complicated. Bottom line is that if you can achieve a certain particle behavior with PFlow you will be also able to achieve it using TP only it will take cirka twice as long to do it. So everytime I'm able to use PFlow, I do it
Filip great news that ! .. heres for u , come to cgfluids , anything u feel complicated will help u with
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Thanks for the invitation, already there  )))
But it's not a matter of "how to". I know from the beginning exactly what components will I be needing and how I'm gonna connect them. It's just that building so many particle groups and their behaviour groups takes much longer than building events in PFlow 
One thing that I especialy miss in TP is spawning based on distance not rate, I have to program it each time  (
ahh ok .. its called blackbox but cool , whatever fits u best
hope this crach will be fix for ya
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whoops! silly'ol'me
Hi Filip, Kresimir
Did you get this problem sorted out? I'm having the same trouble again with a new project.
Thanks
Mark
Hello,
We and Cebas are looking into this bug and it is vey odd.
We've been working on AfterBurn 4 and it seems that it does not crash anymore. The strange thing is that we didn't make any bug fixes in AB/PF/fR direction.
Kresimir
Hi Kresimir. Thanks.
Ok. Could you please let me know if a fix is found? Also, is the same bug present in max9 with FinalRender? I'm still using max8 and just deciding whether to switch over to 9 soon.
Thanks
Mark
Hello,
The same bug was present in 3ds max 9 as well.
As things are now, you will have to wait ofor AfterBurn 4 unless.
Regards,
Hello,
The same bug was present in 3ds max 9 as well.
As things are now, you will have to wait for AfterBurn 4 for this bug fix.
Regards,
Kresimir
Ok. I'll put a hold on the switch to 9.
Thanks
Mark
sorry it's been so long 
AfterBurn 4???  )))))
Didn't find a walkaround (just use ThinkingPartickles or Scanline  )
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