11-02-2006, 01:32 PM
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
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

