Lucid fluid in Pflow not rendering

 
 
 
Posted by:eddaly
Data created:10 January 2017

Hi, I am trying to render particles using lucid fluid and they simply aren't rendering. Can you please tell me what I'm missing?

 I have standard materials in scanline, and have a static material operator in Pflow. I've tried recording the sim too, neither works.


Attached Files:

>OV_Crumble_Waterfall_Anim_v07.max (4935680 bytes),

Right, so I figured that Lucid within PFLow cannot render just particles, they have to be meshed, is that right?

I can live with that, though it's a shame. However, my scene is relentlessly crashing, doing what MParticles can handle easily. Can you please look at my scene and tell me how to optimise it, or stop it from crashing? Doesn't seem like Lucid is quite production ready...

 


Attached Files:

>OV_Crumble_Waterfall_Anim_v09.max (4964352 bytes),

You can render Lucid PF particles without meshing, you just need to add a PF render operator into your operator list.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

I could reproduce the crash in your scene, checking it out...

Marsel Khadiyev (Software Developer, EPHERE Inc.)

Looks like you're trying to use the Lucid fluid operator in 3 separate PF sources. You can only use one PF source with lucid. If you need three separate emitters you need to add them each as an event within a single source and use mesh emitters to emit particles from each event.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

Crash fixed in next build

Marsel Khadiyev (Software Developer, EPHERE Inc.)

Thanks for replying. With regards to rendering lucid particles in PFLOW, what you decirbed does not work, check out the attached file. Adding a render operator (even though there was already one there) doesn;t make a difference.

Regarding the crashing:

Even after deleting the other PF sources, It still crashes when I only have one. As soon as I hit the Toggle Lucid Physics it crashes.

Can you tell me when the next build will be? I'm on a pretty tight timeline to do this project.

Thanks

 

 


Attached Files:

>lucid_render_particles.max (716800 bytes),

Hi,

As Marsel just said, the crash was fixed. please try the lates build uploaded 8 hours ago. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi,

As Marsel just said, the crash was fixed. please try the lates build uploaded 8 hours ago. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Have done, still crashes:

File: Private\PFOperator.cpp
Line: 867
Function: Ephere::Plugins::Autodesk::Max::Lucid::PFOperator::Proceed
Expression: Assert failed: pfOperator != nullptr

Does 3dsmax exit after this assertion? It works fine for me afterwards. The problem is, as I described, that there are multiple PF sources using Lucid. You cannot have more than one.

EDIT: Sorry, didn't see your earlier message about deleting other PF sources. I will have a look.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

I've rebuilt the scene by merging in the geometry, and set up a super simple flow - see attached. It's still crashing every time I hit the 'toggle lucid physics'

This is even when the lucid modifier on the geometry is turned off, so no collisions are being calculated.

Sorry, here's the attached scene


Attached Files:

>OV_Crumble_Waterfall_Anim_LU_v01.max (1994752 bytes),

The problem which ultimately leads to the crash here is the Max. Particles parameter in Flex Settings helper. It is set to 20,000,000 where it should not exceed 3,000,000. Setting it to 3M fixes the problem here. I will modify this parameter to not let values above 3M in the future.

Marsel Khadiyev (Software Developer, EPHERE Inc.)