I’m currently running vista 64. And we run xp 64 at work. Stats have shown that max preforms marginally better on XP than Vista. Ram usually on idol sits pretty high, and most of the shiny new vista window displays (like the transparent and blurry windows gui ect) have to be disabled when using max anyway! Besides that theres really no difference. Although i do like to have my side bar sitting there, displaying whats going on in my cores, and ram. Granted that the side bar uses most of the idol ram lol.


I don’t really know I use fr to render ab explostion the end render block last too many time but the other are fast!!!I don’t use GI, I use raytrace show!!


Thanks guys on 64 bit stuff. I went with xp/64…runs like a bat out of hell. AB and FFX really crank now. loving this…:applause:


Greetings Everybody!

Using Tutorial 8 of the Afterburn 4 tutorials as a base, I am trying to make some rocket exhaust but am having trouble. As you can see in the attached render the smoke trail consists of ‘puffs’ of smoke with gaps in between.

I’ve been trying to figure this out and have gone through the documentation as well as searched the web and this forum but no luck. :frowning:


I guess you need to increase the amount of particles emited per second. Which particle system are you using? If you are using Pflow, try using half frame sampling or just increase the amount of particles spawned by distance.


In that case, I think I need to start over because the scene in Tutorial 8 isn’t even using Pflow at all. It’s just a snow emitter.



Has anyone got any tricks for integrating Vue and AfterBurn. I am using xStream and of course it renders in MR and AB does not like it. Has anyone achieved any sort of integration like this or is it a case of faking shadows and the like and comping it into a scene with some sort of proxy object for deflections where the Vue terrain would be?




Hello Allan and everyone,

Hope you are doing good man. I am currently working at Cinematico where I just finished doing fx for Marvel Ultimate Alliance II, and now MOVING to the next project,lol.

Anyway, I have been able to create fx just fine when it comes to scenes that are pretty much standard size, but when I have really big scenes where I need to add clouds, or explosions the values in afterburn need to change enormously and the rendering time becomes a pain in the ass (With only those specific scenes of course)

I have attached for you a simple scene with a particle emitter that I am using to relatively demonstrate the size of the worlds where I needed to create clouds for. How do we go about it when with big shot like this one? Any comments about it are appreciated, thank you Allan and everyone in the forum. You guys can see it for yourselves in the scene. Please keep in mind that this issue was only for a particularly big scene that I worked on.

Thanks man and I’ll talk to you soon



cool mate I’m not near max right now but as soon as I am I’ll take a look


Yeah how good is it.?!?!?!
A friend lent me Allan’s fume FX Essentials.

The last tutorial with the huge explosion in the mountain terrain on the old machine was taking almost an hour.

My new machine XP64 took just under 5 mins…woot!!!


Hi guys,

just got some general questions. Are you guys using the presets system? Does it really make sense? Because i Tryed a lot with the gradients but I everytime need to recreate it because it looks in every scene different. I just find it usefull with the explode daemon? Are there any free to use usefull prests out there?

Another question. I have one scene where I want a seperate AfterBurn Shader for different PF Events in the same System. How can I control this without duplicating the Particle System???


Use the Pflow-ABurn operator to target specific parts of your particle flow. When you add it to an event it creates a helper in the scene. Add that helper to Afterburn instead of the whole system.

I haven’t really used the preset system because, like you say, settings need to change a lot from scene to scene, but I guess it could be useful if you do many similar effects or tests. I have saved some gradients though.


Hey thanks. Tryed it and it is exactly what i’m looking for! It also works with Fume FX! Perfect!


Check your files section…
What’s new in AfterBurn 4.0b

                 + fixed: Object shadows are now listed when you write inside                        MXS listener : show $
                   NumSubs() now returns 2
                   +fixed: accessing AB Shadow Map via MXS, resulted in system                        exception
                   +fixed: AfterBurn's metaball HyperSolids render bug fix
                   +added: Shadow Map will now display a name of the light                        for which it's built
                   +fixed: Noise PW crash fix
                   +fixed: The AfterBurn Wind and VMap Daemons' rollout didn't                        appear in the AfterBurn UI when you select them in the Source                        Particles/Daemons window.
                   +fixed: black spots with Octane Shader

Octane fixed!


I have a fresh install of Afterburn and Max 2009. When I add a default pflow into a scene and default AB settings I get this total blownout render.

Default AB 4 Settings blank scene, default pflow. Is this what I should be getting?


Ignore my previous post. Johnnyrandom clued me into the fact that AB 4 has no default lighting setup and requires lighting now. Hurray! I was afraid it was going to be a vista bug or something terrible.


I don’t know if its the correct right place to ask this…but still…What is ray marching?? and what are the major differences between raymarcher and octane shaders??


Hi, Jrdouse. If u are using AB shadow map, crank up the map size to something like 512 and change the KEYColor to something less intense then white, you should get something looks nicer.



Afterworks has released the Max 2010 update for AfterBurn 4.0b. :slight_smile:


sweet mate…this is good:)