Hi Lunels,
No crashes here, but also no result. (Glow/Object Glow). To be honest, I wouldn’t even expect a result here. Why? Because the images are heavily distorted and the Object Glow is just a post effect. Which means it takes pixels as source and not 3D geometry.
This would lead to a very funny Glow towards the poles. As the image is “squeezed” in latitude towards the poles, but also “stretched” in in the same position in Longitude. Again this would not really look good. That will be kind of reversed then, when re-projected for viewing. Sounds not really the way it should be to me.
The crashes are not nice and should be looked at! Please contact the support to clear that point.
http://www.maxon.net/support/support-questions.html
Anyway, how to get what you need is the question. As I do not know your scene, I can only suggest something. How workable that might be, is not clear to me of course for each and every case.
One way that I have tested here, is to create a copy of the model (in polygon mode) and then use Main Menu>>Mesh>Transform Tools> Normal Move. Replace the material with a new one and have only the “Fog” channel active. Set the parameter to the scale of the scene, especially the Distance, to get the right glow. This allows for a more “correct” glow and shows up in reflections, etc. This should give also a more consistent result at the seam of the image (left and right side should be equal).
https://www.amazon.com/clouddrive/share/esabH6hOGf9EslTzVipuc0HbKCFScc5J2fO2tQbhGnR?ref_=cd_ph_share_link_copy
Another way would be, and more to prove the point of my concerns above, to set the (wanted) Glow objects to Luminance and create a Object Buffer for those. Then mix these two and blur them (in post). This goes then as add blend mode on top of it and need to be adjusted accordingly to your liking. Again, it will have all the problems of post process towards the poles. (Squeezed and Stretched).
I hope the first suggestion will work for you.
All the best