Rendering Channel AGE?

Hi

im new in Krakatoa

My particle simulation was initially created with FumeFx. 0-240 Frames.

Pflow------------------------------fumefx_birth-------fumefx_follow---------mapping----dynamic_objet-------delete--------display

The Magma Flow Editor has a color channel to affect particles by its age.

If I render this it looks as I desire.

I did a Partition to this.

No when I import the particles_ to a particle loader, I cant render.
why?

If i disable the channel color, I can render but i dont see the particles color afected by its age.

what can i do?

thanks

Does the magma flow editor report any errors? You might see a node colored red, or an error message in the bar along the bottom of the editor.

No Darcy, the Magma Flow Editor does not report any error.

In fact, before doing the partition, I could render 1 frame and it worked and looks as i desire with the color age on the particles.

My problem is After Partitioning. When I import the partitions to a PRT LOADER, I cant render with Age, render fails as soon as it starts with an Error Message.

I think this is what i want to do.
thinkboxsoftware.com/krak-ma … ng-by-age/

So what is the difference between doing a partition and Saving the Particles to PRT Sequence ?

Something that is unclear from your description: When you render the PFlow directly, where did you apply the Magma? Is this a Global Channels Override Magma?
Also, when you save your PRTs, did you remember to add the Age and LifeSpan channels to the list of channels to save? That’s usually the biggest difference between direct rendering and saving - when you save, you must make sure all channels you want will be actually included in the PRT sequence…

In the Globals box i have:
KMCOverrideSet01 ------------------------------- Color
--------------------------------------------------------------TextureCoord
--------------------------------------------------------------Base Object

I didnt do this, I just figure out how to do it.

So, AGE and LifeSpan.

Anything else? what about TextureCoord?

How many partition range shall i do for 4 million particles and 240 frames?

thanks

RENDER BEFORE PARTITION

RENDER AFTER PARTITION-MISTAKE

I also want to know how to compute Lighting.

I have 2 tarjet spots in my scene.

:arrow_right: Do I have to check anything before the partition?

I have a small computer,. i dont want to do the 10 range Partition in Vane again.

:canada:

You should compute the lighting at render time after saving all the partitions. This is because the lighting requires ALL particles at once, but for each partition you will have just a fraction of the final particle cloud, so your lighting would be wrong. It IS possible to bake lighting into particles, but that’s for advanced use cases.

I cannot tell you how many partitions to save. It depends on the final resolution and the look you are after. That’s what the artist is for - to make these decisions. :wink:
Keep in mind you can set the total number of Partitions to 100, but save only a few (say 10) as a Range and test to see how it looks. If you need more Partitions to make it look better, just save 10 more (Range 11 to 20) and try again until you are happy.

Great, I will try this now and during the weekend.
Thanks Bobo, you are the best.

Before I do my 3rd Partition test, I would like to assure some things and doubts I have.

My Particule Simaulation is 240 Frames.
FumeFX cached from 0 to 240.

My PFLOW Emit from 0 to 240.

:arrow_right: Why my krakatoa render is all black after Frame #60?

:arrow_right: As we can see in this render of Frame #42, my Incandesence Age is about to fade away at this point, and I want this Live until the end.
How can I fix this?

thanks

PFlow has a limited amount of unique IDs it can assign to its particles. Once it runs out of IDs, it stops emitting. It has nothing to do with Krakatoa, and everything to do with Particle Flow. In earlier versions of Max, a single Particle Engine could create up to 10 million particles before running out of IDs. Since Max 2010, 32 bit Max can create 50 million unique particles, 64 bit should be able to create up to a billion.

So if you have created more than that number of unique particles after 60 frames, you will probably see them disappear as the old ones die and no new ones can be created. This is the total count of all particles ever lived within the simulation, not the count of particles alive at a given time. So if a particle lives for 10 frames and dies, its ID is still considered used and is never given to a new particle.
Selecting a smaller total count or rate per partition will let you work around this limitation of Particle Flow.

You should also check the Alpha channel after frame 60 to see if the particles are actually disappearing or simply turning black.

Please note I will be away in the next 5 days so I might not be able to participate in these forums during that period.

Thanks for the information, that is still a decent rate to work on.
Im going to do a partition every 30 frames by 10 partitions range.

This is 9 million particles and Im very happy with the result.