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Kresimir Tkalcec

Latest Threads
FumeFX 5.1.3 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
11-30-2022, 10:32 AM
» Replies: 0
» Views: 15
Setup failed to run insta...
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-29-2022, 07:55 PM
» Replies: 9
» Views: 57
Benchmark scenes?
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-28-2022, 02:40 PM
» Replies: 3
» Views: 17
Smoke gradualy appears
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-28-2022, 02:37 PM
» Replies: 3
» Views: 20
Inconsistent smoke animat...
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-28-2022, 05:54 AM
» Replies: 14
» Views: 100
I found a problem with fu...
Forum: Bug Reports
Last Post: Kresimir Tkalcec
11-24-2022, 01:55 PM
» Replies: 7
» Views: 642
FumeFX Vorticity / Krakat...
Forum: FumeFX [max]
Last Post: Imatk
11-22-2022, 09:09 PM
» Replies: 6
» Views: 48
FumeFX 6.0 Beta 10
Forum: Installations and serials
Last Post: Kresimir Tkalcec
11-21-2022, 12:39 PM
» Replies: 0
» Views: 150
Emit smoke along a mesh p...
Forum: FumeFX [max]
Last Post: Fabrice
11-18-2022, 04:09 PM
» Replies: 4
» Views: 51
Viewport display issues
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-16-2022, 11:31 AM
» Replies: 5
» Views: 51

 
  FumeFX 5.1.3 [max] update
Posted by: Kresimir Tkalcec - 11-30-2022, 10:32 AM - Forum: Announcements - No Replies

Hello,

During FumeFX 6 beta testing we have discovered that there is a bug in Voriticiy I code which caused a lot less detail than expected.
This bug is fixed and included in FumeFX 5.1.3 update that's been released today.

Simulation
- FumeFX crash on low voxel count.
- Vorticity I didn't work properly. It now creates more detail.
- [<<] arrow on fxd channel export was broken. Only doubleclick worked.

Rendering
- Sharpening of fire and temp channels for the FumeFX Arnold/Redshift shader was not working.


  Setup failed to run installation: The Remote Procedure Call Failed.
Posted by: Imatk - 11-27-2022, 09:31 PM - Forum: FumeFX [max] - Replies (9)

As the title says.

I'm getting this error when trying to install the plugin for max.

"Setup fialed to run installation: The remote procedure call failed."

I'm running as an administrator.

I'm running Microsoft Windows 10 Enterprise
Version 10.0.19043 Build 19043

This is happening on every plugin I try to install for fume.

FumeFX 5, and also tried the beta FumeFX 6

Thanks for any help!


  Benchmark scenes?
Posted by: Fabrice - 11-27-2022, 06:34 PM - Forum: FumeFX [max] - Replies (3)

Hi,
the simulation take long time on my machine even with very low settings.
I compare to the "FumeFX for 3ds Max Essentials Part 1 - Introduction and Overview" youtube tuto (at 3:50)
with a default grid + default simple source and my PC is 30% slower.

As the tuto is is 3 years old I was hoping to be at least a bit faster.

Is there a problem with my hardware?
Are there some benchmark scenes to check this?

My config :
Lenovo p620
AMD Ryzen Threadripper PRO 3975WX 3.50 GHz
128Go ram
2xRTX3090 GeForce RTX 3090 Gaming EPIC-X

Max2021 + FumeFx 5.12


  Smoke gradualy appears
Posted by: Fabrice - 11-27-2022, 05:55 PM - Forum: FumeFX [max] - Replies (3)

Hi,
very newbie question:

I'm making some magical smoke (no fuel, no fire)
and I want it to appear very gradualy and get more and more dense over a few seconds.

What parameter should I animate to get this effect?


  FumeFX Vorticity / Krakatoa Water Foam
Posted by: Imatk - 11-22-2022, 05:47 AM - Forum: FumeFX [max] - Replies (6)

I've created a sim in FumeFX.

I've used Pflow with the follow fume node and have particles.

I took those particles and rendered them into partitions in Krakatoa.

Then I meshed those particles with Frost.

I'm trying to add Foam to my render now by utilizing vorticity from the particles, but the only vorticity that Krakatoa recognizes is from Real Flow.

Is there a way to get foam particles that are based off of vorticity out of FumeFX or am I going about this the wrong way?


  FumeFX 6.0 Beta 10
Posted by: Kresimir Tkalcec - 11-21-2022, 12:39 PM - Forum: Installations and serials - No Replies

FumeFX 6.0 beta 10 has been released today.

There've been three months since the first FumeFX 6.0 beta release and in this short period of time we've released ten beta updates with plenty of new features and bug fixes - over 200 in total.
In this jubilar update we've updated Voronoi Shatter with new functionality that gives artists greater freedom in creating fracture patterns.
We've developed two new nodes that can handle shape elements and allow elements extraction and merging.
Grid sources can now add pressure to the FumeFX simulation for all source types.

Those are just some of new features while complete list of new/improved features and bug fixes is below.

New or Improved Features
- New Shape Modifiers node group for nodes that change shape like Voronoi Shatter, Extrude, Displace etc.
- New Element Shatter node that will extract elements from particle shape and generate new particles by using various activation modes.
- New Shape Merge node that combines all shapes from one particle group into a new shape.
- Voronoi Shatter node surface point generation added option to work on selected faces only.
- Voronoi Shatter node added Number of Clusters parameter and moved Number of Points parameter to Point Distribution rollout.
- Voronoi Shatter node added points gen seed.
- Voronoi Shatter node for particle group type added ability to use those as center for uniform, normal and concentric.
- Voronoi Shatter node fragments added smoothing option for capped faces.
- Voronoi Shatter node added Particle Group option as Cluster Center for Location Type Surface and Point Cloud.
- Face Shatter and Voronoi Shatter added two pass through pins that will allow users to directly pass values from input to output.
- Face Shatter and Voronoi Shatter nodes added Parent particle output pin.
- Grid Source node can now use 3ds max object as FumeFX sources.
- Grid Source node added ability to add pressure for shape and geom. source.
- FumeFX Geom Source added option to emit only from faces with certain Material ID, like NodeWorks Sources.
- Changes to the Tessellate node. See documentation for details.
- Displace node added option to apply to selected faces only.
- Tessellate node added face center mode in addition to the edge mode.
- NodeWorks mesh display added option to display selected faces.
- Added Pin connection by Click-Drag-Click in addition to Click-Hold&Drag-Release.
- Replaced +/- buttons for input spinner controls with up/down arrows.
- Added Physx Impulse output to PhysX Results node.
- Added All Events option to the PhysX Results node
- Arnold points will now use one material from first point-particle for point rendering of all other point-particles.


Bug Fixes
- Error with Voronoi Shatter on thin objects like glass.
- Particle Shape adjust pivot does not work unless center pivot is enabled (for non-animated meshed only).
- Global Get/Set Attribute node crash.
- Black screen area appeared when resizing window.
- Displace node didn't pass proper UV coords to the map evaluation.
- Voronoi Shatter fragments - some vertices were not welded properly.
- FumeFX opens closed NodeWorks when FumeFX sim was started.
- Undo/redo system bug for strings.
- Undo system didn't work on datatype for Global Attr Set node.
- Voronoi Shatter Point Cloud/Particle had wrong particle position and point cloud was at wrong location.
- Tab key can skip control when calculation is in progress.
- PhysX static/kinematic partices didn't show up in PhysX Results node.
- Physx Joints can crash.
-  Clicking on node up/down arrows or enable/disable button to automatically select that node and display attributes.
- If control loses focus right after undo, its value will be set as undo operation never occurred.
- Node is automatically opened when user starts dragging link from pins.
- Errors when editing Comment node while editor is set to cache mode.



FumeFX 6.0 beta serial number (fully commercial license valid until 31/12/2022): FFXYRXQTBM

Installations for FumeFX 6.0 beta 10: http://bit.ly/3gmimfM
Examples (updated for beta 10): https://bit.ly/3R5xBqj

Help file: http://docs.afterworks.com/FumeFX6max/FumeFX20_web.htm
Video tutorials: https://www.youtube.com/user/sitnisati/

System Requirements:
Window 10 minimum
3ds max 2019 - 2023
Arnold Renderer 7.1.1.0


Redistribution of files is strictly prohibited.


  Inconsistent smoke animation
Posted by: Fabrice - 11-19-2022, 06:47 PM - Forum: FumeFX [max] - Replies (14)

Hi again,

I have this animated character and I use tyFlow to "mesh" it and then emit some smoke from this TyMesher.



But the smoke sometimes seems to have little "explosions" in it (frames 357 and 393) :
https://vimeo.com/773051972/726ba05e86


It should be linear as there's no animated keys neither on the FumeFx object nor on the FFX Geom Src.

Do you have any idea what can happen please?


  Emit smoke along a mesh portion
Posted by: Fabrice - 11-17-2022, 08:57 AM - Forum: FumeFX [max] - Replies (4)

Hi,
I have this animated character.
I would like him to emit smoke but starting from his head, then head + torso ... until his whole body emits smoke.

How can I achieve this effect?
For example is it possible to emit smoke from an animated polygon selection?


  Viewport display issues
Posted by: Fabrice - 11-15-2022, 08:15 PM - Forum: FumeFX [max] - Replies (5)

Hi all,

in a scene I work I simply cant see the voxel or the GPU viewport display.



I mean :

when I run the simulation everything is fine I can see the voxel or GPU display in the viewports

but as soon as I want to play it (or scrub the timeline) I see none of them.



If I make a new scene from scratch it works fine

so there must be some settings in my working scene that make voxels and GPU display disappear...but wich one?



If anybody has any idea Sad


  suggestion on UX
Posted by: sintel - 11-11-2022, 07:16 PM - Forum: Wishlist - Replies (1)

Hi, I'm trying FumeFX 6 and I have some small suggestions on how we work with NodeWorks. Not sure if they can be easily implemented or not but hopefully you can take a look at.

1. Can we zoom in/out the node view with mouse scroll only instead of ctrl + scroll, like Slate Material Editor? That would be more convenient

2. Can we wire node just by click-release-drag-click instead of click-drag? Basicly that's exactly how BiFrost and Houdini behave