Hello jigu !!
Test the image channels button in the Afterburn Renderer dialog box.
Hope it helps!
Afterburn
[QUOTE=wncRanger]Hello everyone, Greetings and Salutations! I hope everyone is having a wonderful holiday. I hate to be a bit of a bother, but I am having trouble and could use some help. As you can see, there are strange artifacts appearing in the render.[QUOTE=wncRanger]
Hey wncRanger,
Try to turn the shape operator in your PFlow and see…The Tetra shapes you see in your render is because your shape operator is turned on in PFlow…Turning it off should solve your problem…
Regards,
Entrancea
Hey thanks n0mad! But i also found another trick with that object motionblur and image motionblur 100% works without enabling image chennel option.
This will work just for object and image motionblur in max not for post.
After adding AB effect to pflow particles. Add shape operator to pflow event and also scale operator as well. Set the shape type to sphere and match the scale of sphere to according to AB sphere size. Now assign material static operator to flow and put matte material in it.
Set the “Apply atomsphere” check box on in matte material and set it to background depth.Also turnoff affect alpha option and Receive shadow option.
Right click pflow and enable motionblur whether object or image. It will work 100% guranted. 
Hey ya’ll,
Here’s a little test clip of the FX sequence that I’ve been workin on. For right now I just have one meteor hitting a building. No explosion or anything just to see what you guys thought of how the afterburn trail looks in conjunction wih the scene. I’ve played around with the levels and I think I got it the way I like it.
The only problem I’m having is fading out the trail. I can’t seem to get the trail to fade out smoothly instead of choppy as seen in the 2nd clip. Anyways let me know what ya’ll think.
http://files.filefront.com/meteor+testmov/;9339907;/fileinfo.html
In this video I elected to use a higher step size to make render times quicker so that is the reason why the AB trail looks like crap in this choppy fade clip video clip.
http://files.filefront.com/choppy+fademov/;9339850;/fileinfo.html
How can I fix this? No matter what I do with the settings in the delete operator, I cannot get the trail to fade out correctly.
This week I rented Armageddon to see exactly how their meteor trails looked like as they zinged by buildings and stuff and I notice that the trails are not as dense in detail as what I have created. So I don’t know if I’m making the meteor trails wrong or not. Although I do like how my trails have density and detail though so it shouldn’t really matter I guess.
You should control your density and set the end value to 0.
Play with the afc control to time your fade…
ok guys… how about some links to reference videos for some AfterBurn or Fume Explosions?
Here’s one: (40th sec) http://video.google.com/videoplay?docid=5807759413221776314&q=explosion&total=95927&start=0&num=10&so=0&type=search&plindex=9
For some reason, and I’m having trouble figuring it out, my afterburn clouds aren’t casting shadows onto the ground as seen in this example:

I have self shadows and shadow cast checked in the Afterburn settings. I’m also using a light with AB Raytraced enabled as well.
hi all!
here s something i am trying to figure out:
i am trying to make the dust/debris from an explosion of a chimney. when the particles hit the ground the fireballs from afterburn go half way in the ground. how do i keep them on the ground? if thy had the same size all the way i could do it, but i need them to grow as time goes by…
any thoughts on that?
thanx in advance,
nikosX
That’s because the particle pivot collides with your deflector, but the bottom part of the volumetric sphere passes through. You can lift your deflector up from the ground as much as your sphere radius is at the moment of cillision, and make the particles collide earlier, which looks like they collide with the ground with their bottom part and not the pivot.
thats what i tried to do, but the fireballs are scaling through time, so their center changes over time. also they have variation in size so, thats not possible either way…
thanx for the try though:)
Now another thing comes to my mind - you can use the distance to object AFC to make the density decrease very rapidly in close proximity of the ground.
Have you got atmosperic shadows checked in your lights params? (under the shadow parameters rollout)
http://dglove.fatcow.com/flashstuff.html
used allen’s CD2 cg acadamy (fire ball). Just thought I would post.
still not done yet.
I’m trying to make clouds’ animation in Afterburner.
Have anybody got some good result in the creation of clouds?
