Render changes after second emitter added...

Please load the attached scene. XP needed.
Play the animation in the Timeline until the end. It should stop as I’ve set the “Play mode” to “Simple”.
If you only see BBoxes at the end, press “A” to force a refresh.

Render in Picture Viewer.

Now, delete “Krakatoa X-Particles Source 2” and “Emitter2”.
Rewind and Play again and render the last frame.
As you can see there’s a huge discrepency between the renders that doesn’t seem to make sense.

Is this user error?



XP test 04A.c4d.zip (67.9 KB)

I am unable to load this scene, as I’m having trouble installing Turbulence FD. I’ll keep working at it.

Are you still seeing this discrepancy?

when I try to open the c4d file I receive this error: incorrect file structure.

I’ll be able to re-check this on Monday.
Have a nice weekend.

My guess is, this could be Density related, but not sure. Did you try to save the sequences via PRT Saver and check if the same error occurs?

Also please always check which build of X-Particles is used (X-Particles V2.54 Pro should be the latest)

OK, I’m still having the problem, and even worse, when I save the particles to a PRT sequence, or save the current frame to a PRS (using PRT saver), when I load the PRT in a Loader, C4D crashes (hangs) and can’t be force quit, from anywhere including the terminal. (kill -9 e.t.c.)
I have the latest version of XP (2.54.0024).

A way to reproduce is the following:

Here’s the scene without any Krakatoa elements.
Add 2 Krakatoa X-Particle Sources.
Assign 1 XP Emitter to each Krakatoa Source object
Create a PRT Saver object and set it to current frame and de-select the Velocity channel
Press play (it will stop at the last frame).
If it doesn’t refresh, press “A” on the keyboard for a forced refresh.
Press Save to save the PRT frame.
Make a new scene and load the PRT with a Loader.
Add a light
set frame range of C4D to 0-70
Press Play [CRASH] at frame 70
or try to render and it may either crash or not, but no particles will be rendered
I think the PRT is corrupt or something.

I have added the PRT (zipped) for you to check
XP test 04B Beta 3.c4d.zip (67.6 KB)

Also,
with both emitters the console says:
Rendered 657,591

deleting Emitter 2 it says:
Rendered 1,166,543 (this number is correct, as it’s the number of particles from emitter 1)

Houston we have a problem.
:slight_smile:

Ok I narrowed this down to the X-Particles messing something up.

I followed your steps and all works fine as you can see:

[attachment=2]1.png[/attachment]

As you can see in the HUD in the upper left, both emitters sum up to 1266452 particles, and in the middle you see Emitter1 has 1166452 of these. (leaves exactly 100k for the Emitter 2)

Rendering this frame in your scene results in an errorneous frame after a pretty long preparing time of 53 seconds (Both the time stamp and the error are X-Particles related)

Proof:

[attachment=1]2.png[/attachment]

Saved the last frame via the PRT Saver, enabled Velocity and Color (both set to float32 [3])

As you can see, not only does the rendering look correct but als renders all 1226652 particles from the complete scene.

this is the prt I used [attachment=0]output_0070.zip[/attachment] Yours seems to be corrupt, I don’t know why. Are you using BETA3?

So I assume the preparing process when rendering a random frame from a X-Particles “Simulation” in the timeline introduces some errors.
My advise is to save the whole prt sequence once you are happy with the X-Particles Animation itself and use the saved sequence to render, as it will be much faster and less prone to errors.

Which is exactly what I tried yesterday and my Mac kept on crashing. Every time I had to do a hard restart because C4D wouldn’t force quit.

Anyway, I’ll take this up with the X-Particles team and see what comes back.

Thanks

BTW, your PRT loads fine.