Particle Flow Discussion


I assume you are talking about “blending” in post, forget that and do it at the proper level…blend the actual particles :wink:

Cache out your system with Krakatoa (the free evaluation version will suit your purposes just fine)load up two Krakatoa PRT Loaders and blend your particles with a time offset PRT loader.


i think u mean something like this ?

it’s the best solution i found till now …
but i want to improve more … i want to make a really loopable particles simulation not faking it :smiley:

i said to myself , in the end this particles system can be forced to emit the same at the time i want . i think in my opinion it depends on programming , but i dont know how to do it :frowning:


You can do it with krakatoa - cache the seed particles, then manipulate time with the prt loader, then put it back into pflow.


anyone else having mapping display issues in max2013? when i have nitrous turned on gradient mapped or age mapped particles don’t display the gradient correctly.

when i revert to direct3D it display as okay as ever in all former max versions. any experience how to make nitrous usable for particle work?

thanks in advance,


Well that is actually manipulating the voxels in Houdini, not a very straight forward, if at all process with FumeFX, maybe you could, somehow.

You cheat in max and make it look just as good. :shrug: You do as suggested using Fume, Krakatoa, and a particle system like TP or PFlow. Just think post processing your particles in max before you actually shade and render them.

at least Nitrous actually respects particle lighting now. In 2012 Nitrous all particles were flat shaded.


but a LOT seams to be broken…not production ready :frowning:


Report that shit, that is why you are on beta :curious::stuck_out_tongue:


the stuff didn’t come out on beta :smiley: when did we get box3 for 2013 :smiley:


Yeah but if it is doing it when you are in nitrous it is a nitrous bug, regardless if it is plugin or extension that is causing it. So report it :wink: If you don’t I will :stuck_out_tongue:


Ansi - beer tonight?!?!


There is a also a bug with 2012 with nitrous and PFLOW where it wont show the material applied in the viewport when using shape instance. The display color overrides it what ever you do.


IMO forget about using pflow+nitrous in max2012 it has soo many issues it is pretty much a waste of time (as of 2012 PU10 your issue still broken). In most cases if you have to use pflow in 2012 use directX.

Not all, but much of that, has been fixed in 2013. I did just check your issue just to be sure and it does work as expected in 2013.


still mighty borked in 2013…

@Allan: sh*t! didn’t see your post!


Why so quiet here? :slight_smile:

Some pflow tips on my blog:


Great stuff DeKo-LT
I was especially impressed with the tip 3, on how to merge Pflow into another scene (that always gives me headache).

Thanks a lot!


Best collection of tips for PFlow YET! You are awesome :slight_smile:

Tip3 is indeed a well kept secret!


Much appreciated! :slight_smile:
A couple of years ago I tried to make a script to easily merge different pflow setups, but as I remember there was a problem to enumerate dependencies. If anyone can pick this idea, I will gladly become attentive beta tester :twisted:


Hi folks. Its long I’ve posted anything here. Well…merry christmas everyone. Enjoy this festival.

Well the other day I was actually trying something out in pflow script operator. I was actually looking at how to access the particle color in script operator. Didn’t find it though. So any solution for this ?

Cheers!!! :buttrock:


Happy holidays to you as well!

i just put out a new tutorial :slight_smile:

“Tron Legacy” style disintegration.


Well thats really awesome. Just tweeted about it mate.