Has anyone had problems with particle flow system crashing?
I have a UDeflector binded to my model (which is a group of objects) and linked to a collision test (after spawn) of a standard PFSource and i tend to crash quite often when either calculating the collision or during rendertime
EDIT: I cant be bothered with these calculations, Manual sub-object particle editing ftw :s
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Get the 3dsmax 8 servicepack 3.
Also, to make the particles display MUCH MUCH MUCH faster, set them to lines instead of ticks, dots, or geometry. Depending on the amount of particles, you might just be choking your CPU, But if the program itself is crashing, then you got a big bug and should try a reinstall.
Let me take a wild guess and say you are using mental ray, and when you go to render you get an error saying something about fatal memory or something. If this is so follow these steps...
1> BUY MORE RAM /or/ Increase your Virtual memory/Pagefile to as high as you can. I recomend 2gb or about that. Itll be slow, but itll work.
2> Switch to default scanline renderer instead. Its much better at handling lots and lots of layered sprites with alpha, and hardly ever crashes... (You hope)
3> if there is things you MUST render with Mental ray, render those chanels seperatly with mental ray, the rest with Default scanline. You can select which chanels to render somewhere in the render options window.
the error just says "3dsmax has encountered an error and must close, do you wish to save a copy of the current scene" or something like that
maybe max particles cannot handle subdivs,.,,
create a clone , then optimize it to like half of it's weight in poly. Keep only the polys that would really matter in the simulation. Like only the one facing the particle flow.
Else you could export that scene to combustion or afterburn.. I could try running your scene .