[Closed] Using Point Cached objects within Particle Flow
Is there any reason max should struggle using point cached objects within particle flow? I’m using animated shape on Instanced Shape node, and got 10 objects to choose from, all from 200-2000 polys, all with multiple UV channels and animated vertices (point cached).
Having about 1000 particles crashes 1/4 of the way through the animation, and isn’t very quick pre-calculating for rendering. I’m using the Cache operator but seem to be filling the amount very quickly… Does the cache operator store vertex/poly information or is it just particle information.
Rgds
Dave
Pflow struggles using just about any animated shape for a shape instance. I would suggest trying to modify this script to move actual scene objects, instead of trying to use them inside of pflow.
http://www.scriptspot.com/bobo/mxs5/pflow/pflow__MovingObjects.htm
Thanks, that’s what i’ve ended up doing, writing a baking script in pflow and getting it to do all my animation offsets according to particle birth times and then makes it’s own material for each object and sets the keys for that as well… Just starts to get a bit heavy with over 1000 non-instanced point-cached objects.