Dual Frosts Question

vimeo.com/40245768

Used 2 Frosts tied to 2 PF Sources, but only one will render at a time. Will adding particle id’s plus Krakatoa options in the P Flow allow renderimng both at the same time?

Hooked up both Krakatoa PRT Births to Render Node01 and deleted the second render node. Still only rendered the first birth event. Opened a second Frost and selected PF Source 001, when I tried to edit the selected PF event I got this error message
ERR: particle_flow_events_dlg_proc::DlgProc: extract_connected_particle_groups: got a NULL INode.

What are you actually trying to render, the Frost objects or Krakatoa particles? Why is PFlow involved at all?

dl.dropbox.com/u/11062584/Bugatt … /BugPF.png Flow
dl.dropbox.com/u/11062584/Bugatt … /BugVP.png Viewport
dl.dropbox.com/u/11062584/Bugatt … Beauty.png Render showing missing particles

I’m trying to do a vehicle dissolve
vimeo.com/40245768

and wanted diferent parts of the car to be moved by different forces

I’m not exactly sure why you are using PRT files as your particle sources. Why not just use a normal Birth operator and a Position Object to put the particles on the surface of the car? Either way, its possible that the PF Source 001 System Management -> Particle Amount: Upper Limit spinner is preventing all of your particles from being birthed at once. By default it limits the system to only 100 000 particles so if your combined PRT sequences has more particles it would just stop loading part way.

Our Frost lead developer seems to remember a similar bug in an older version of Frost with VRay.
So we would like to know the exact Frost build number you are using, and what renderer (and version number) you are rendering with.
If you are running the latest build of Frost or not rendering in VRay, we might need an example scene (not necessarily with the car, a teapot will suffice) that demonstrates the problem.

File: dl.dropbox.com/u/11062584/Teapot/tea42.zip
Viewport: dl.dropbox.com/u/11062584/Teapot/VP.jpg
Render dl.dropbox.com/u/11062584/Teapot/Render.jpg

Started to reconstruct this with a teapot and realized that my workflow does not render with VRay 1.5 SP6, but scanline works.
Created a teapot and split the elements. Selected the body of the teapot and created a PRT Volume then swithed to the Krakatoa Renderer and saved the particles to a prt file which I loaded with a prt Loader. Then I created a Frost and loaded this prt Loader and adsded a uvw spherical map and applied a checker board material. It renders in scanline, but not VRay.

Thanks, I think I have reproduced this problem, and I am looking into it.

It’s weird – the problem seems to be related to lighting. If I add a new light to the scene, the Frost node becomes visible, but it’s illuminated only by the new light. If I render in scanline first and then switch to V-Ray, it starts working fine.

I believe the problem may be caused by some V-Ray setting, and not by Frost. After resetting 3ds Max and merging all objects into a fresh scene, it rendered correctly in V-Ray.

Thanks for the workarounds

ps. any tips as to how to get the viewport to match the render better, the volume is only partially filled in the viewport.

Sure! Currently it’s only showing the first 1% of the file’s particles. To change this, select the PRT Loader. In the “Viewport” rollout, change the drop-down box from “Load Using Render Mode” to “Load Every Nth Particle”. You can also increase the “% of Render” value to make it show more of the total particles.