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              tutorial is for RPManager 3.5 or later. This tutorial is a more quick guide to how you might 
              use RPManager to control Pflow in your scenes. While RPM can use 
              its Object Properties capture/restore system on Pflow nodes, it 
              can cause more updates to pflow than is desired (there are enough 
              extra updates anyway...), so these are the recommended workflow 
              concepts: 1 Add pflow sources to visibility sets to control 
              basic visibility. Pretty self explanatory. 2 If you are using pflow to drive afterburn, use the 
              RPM atmospherics controls to enable/disable the afterburn atmos 
              entries per pass. You can have multiple afterburn entries for the 
              same pflow setup and simply enable/disable as you need to. 3 For controling materials on pflow nodes per pass, 
              capture the material of a non-rendering object - ie a box with rendereable 
              turned off. Then instance the RPMmaterial on the box into your pflow 
              material nodes. When the box's material is restored, the pflow material 
              is also taken along for the ride. This can also makes it a little easier to find the materials for 
              editing without having to go into Particle View.
 4 For anything a bit more interesting per pass with 
              pflow, use the before/after scripts - but make sure you use 'with 
              undo on' as pflow doesn't update correctly if the undo stack is 
              suspended. Consult your MXS documentation for ways to control pflow 
              via maxscript, the sample scene below might get you started though. 
              Use of 'show', and 'showinterfaces' on the pflow nodes can be useful 
              for quickly getting at MXS calls, as well as the macrorecorder where 
              you manually do what you want to do with script and see if it is 
              recorded (pflow seems ok as far as macrorecorder goes). The before/after script system gives you huge amounts 
              of control over what can be done per pass, worth digging into if 
              you need this. -- Download 
              this zipped scene (created in 3dsmax6, so works for 7 and 8 
              as well) which demonstrates RPM controlling pflow properties:  Use of the RPMMaterial on a property-captured non-rendererable 
              box, instanced into a pflow material node to control the pflow material 
              per pass.  Changed particle count per pass - via the Before/After 
              Pass script system. Disabling an Event per pass - via the Before/After 
              Pass script system. Changing the meshes rendered per pass - via the Before/After 
              Pass script system. 
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