Beta 18
Not sure how this is supposed to work, but for me it freezes up the computer for 5 minutes, then spits out a dialog “unknown system exception”.
- Chad
Beta 18
Not sure how this is supposed to work, but for me it freezes up the computer for 5 minutes, then spits out a dialog “unknown system exception”.
Beta 18
Not sure how this is supposed
to work, but for me it freezes
up the computer for 5 minutes,
then spits out a dialog
“unknown system exception”.
Does it fail on ALL scenes or just the scenes that you work on? ;o)
What I mean is - did you try starting max, creating a default PFlow, adding some operators that enable channels, then pressing the button, or did you try it on one of your heavy scenes?
As you can imagine, we cannot test it with your typical scenes, but we have tested it with ours and we haven’t seen that crash. So I want to figure out what is causing it.
What channels do you have in the flow?
Any custom channels created via Data Operators? Any other PFlow operators we should know about like FumeFX and such?
Any details about what was in the scene when it crashed on getting channels would be helpful. Normally, you are supposed to press that button, then PFlow will get a call from Krakatoa to evaluate (this can take some time), then Krakatoa will have the channels.
Unfortunately, at this point we don’t know how to get the channels without updating PFlow. The Scripted GUI will suggest to move to a frame with the least particles, but if all your frames contain the same amount of particles, there is probably no escape.
Yeah, it was on one of my real scenes. In a simple scene, it seems to work OK. I’ll try to see what’s making it freak out.
Yeah, it was on one of my real
scenes. In a simple scene, it
seems to work OK. I’ll try to
see what’s making it freak
out.
We are developing a “Plan B” now - instead of scanning the scene (which can be slow and crashy), we will just provide a list of all possible channels in the left list (for now).
Then in a point release we will try to use some better method to figure out the available channels without updating the PFlow in render mode.
It wouldn’t be as smart, but for 1.0 would be much safer. If you put a channel that is not used into the right list, it will get filled with default values and nothing bad will happen, but you will be responsible for defining the correct channels…
So there will be a list of 108+ channels?
That’s fine with me, just wanted to make sure that’s what you meant.
So there will be a list of
108+ channels?
That’s fine with me, just
wanted to make sure that’s
what you meant.
Not always.
We are thinking of listing the main channels there, incl. Texture and VertexColor channels, and have a checkbox that shows/hides all 99 texture channels above 1 so if you need them, the left list will be expanded to include them, otherwise you would see only stuff like Age, Orientation and so on that we don’t need at this point.
This will be a temp. solution anyway, we think we know that there is a better way to get the channels, it would require a lot of RnD to figure out because PFlow is part of the SDK and the Max SDK is a jungle. Only Oleg knows what is going on in there.