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Okay, then try this:
1. Under the (default) layer, delete all 5 "PG [...] of system [...]" nodes.
2. Create a dummy Standard max material and assign it to "PhoenixFD stage 2"
3. Go to the Particle Texture and pick "PhoenixFD stage 2". You should get a popup that allows you to select "PG [Liquid] of system [...]"
4. Just now assign the yellow sss to "PhoenixFD stage 2"
That way it's hacky though, and I think you might lose the motion blur in the Phoenix mesh, so another workaround would be:
1. Clone "PhoenixFD stage 2" as a Copy via the right-click menu so that it remains at the exact same position as the original.
2. Make it non-renderable or hide it.
3. From its Input rollout, set the cache path to: $(same_as_output) PhoenixFD stage 2
4. Assign a Standard material to the copy.
5. From the Particle Texture, pick the copy. You should get a popup that allows you to select "PG [Liquid] of system [PhoenixFD stage 003]"
6. Assign the yellow sss to "PhoenixFD stage 2"
I figured out why the circular reference happens, but the quickest way you can work around it is this one.
This was a nasty random issue so I hope we were not too late! On some PCs it did occur very rarely, but on others it hit all the time.
I hope we'll have the opportunity to change the node type of the hidden PG nodes as they were the reason so these issues, and there's a list of other issues they are causing as well. The Maya implementation already approaches them in a different manner, but when we change these for 3ds Max, we have to be careful not to break old scenes so it would be tedious. And implementing the reconstruction of the grid RGB channel when retiming is also needed, so that you'll be able to use the grid tex instead of the particle tex...
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