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Latest Threads
Max 2025 Version
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
09-09-2024, 04:28 PM
» Replies: 4
» Views: 376
FumeFX 6.5 for 3ds max Re...
Forum: Announcements
Last Post: Kresimir Tkalcec
09-09-2024, 10:46 AM
» Replies: 0
» Views: 21
Afterburn for new version...
Forum: AfterBurn
Last Post: Kresimir Tkalcec
09-03-2024, 04:40 PM
» Replies: 9
» Views: 92
FumeFX 6.0 for Cinema 4D ...
Forum: Announcements
Last Post: Kresimir Tkalcec
06-10-2024, 02:47 PM
» Replies: 0
» Views: 234
Afterburn for Max 2.0?
Forum: AfterBurn
Last Post: Kresimir Tkalcec
03-20-2024, 07:28 PM
» Replies: 1
» Views: 680
FumeFX 6.1.7 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-26-2024, 02:29 PM
» Replies: 0
» Views: 465
attribute [flags] delete
Forum: FumeFX [maya]
Last Post: Kresimir Tkalcec
12-14-2023, 08:05 AM
» Replies: 1
» Views: 632
FumeFX 6.1.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
12-11-2023, 10:02 AM
» Replies: 0
» Views: 393
FumeFX 6.1.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
11-21-2023, 12:11 PM
» Replies: 0
» Views: 315
FumeFX 6.1.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-23-2023, 09:50 AM
» Replies: 0
» Views: 394

 
  FumeFX 6.5 for 3ds max Released
Posted by: Kresimir Tkalcec - 09-09-2024, 10:46 AM - Forum: Announcements - No Replies

Sitni Sati has released the FumeFX 6.5 update, introducing GPU-powered liquids to its VFX package. FumeFX GPU liquids are ideal for small-scale liquid simulations, enabling artists to complete simulations in minutes rather than hours, dramatically speeding up workflows. Built on PhysX, the liquids seamlessly interact with static, kinematic, and dynamic PhysX objects, offering a versatile solution for a wide range of visual effects.

Fully integrated with NodeWorks, artists have access to powerful tools for enhanced creativity and control. Additionally, the update brings native foam rendering support for Arnold, allowing foam to be rendered as either Arnold Points or Volumes right out of the box.

Watch the FumeFX 6.5 new features video:
https://youtu.be/Nu7KUVAT4nA

Explore the FumeFX 6.5 changelog:
https://docs.afterworks.com/FumeFX6max/R...istory.htm


  Afterburn for new versions of 3ds Max?
Posted by: Vipera - 08-22-2024, 12:24 AM - Forum: AfterBurn - Replies (9)

Are there any plans to release Afterburn for new versions of 3ds Max? Is Afterburn still in development?


  FumeFX 6.0 for Cinema 4D Released
Posted by: Kresimir Tkalcec - 06-10-2024, 02:47 PM - Forum: Announcements - No Replies

June 10th 2024 - FumeFX 6 for Cinema 4D has been released today and it's packed with new features that will empower you to create mind-blowing cinematic explosions and dynamic simulations like never before. Unlock unparalleled creativity, realism, and control over your simulations with FumeFX 6!


Explosion Preprocess Option
Are you aiming for that Hollywood-level explosion in your scenes? Look no further! With the new Explosion Preprocess option, you have the ultimate tool for advanced shading and rendering of cinematic explosions, seamlessly integrated with the Arnold renderer. Elevate your explosions to a whole new dimension of realism and visual impact.

[Image: ExplosionPreprocess.jpg]
FumeFX 6 Explosion Preprocess and Arnold Renderer

Pyro Vorticity for Enhanced Detail
Dive into the world of intricate details with the new Pyro Vorticity feature. Add a mesmerizing variety of details to flow interiors and flow boundaries, be it fire or smoke. Watch your simulations transform into dynamic pyroclustic flows, complete with an abundance of fine details that will leave your audience in awe.

[Image: FumeFX600PyroVort.jpg]
FumeFX 6 Pyro Vorticity

Surface Breaker
Want to add that extra oomph to your simulations? Say hello to the Surface Breaker. Effortlessly incorporate medium-sized details or introduce captivating surface disturbances within homogenous flows.

Pressure Inject
Simple source and Geom source now have the capability to directly add pressure to your FumeFX simulation. Craft explosions that send shockwaves through your scenes or create areas of low and high pressure. Watch fluid responding dynamically to pressure gradient.

Adaptive Grid Mastery
Achieve improved control over your simulations with FumeFX's Adaptive Grid attributes. Now, you can tailor your grid expansion by velocity and added pressure, all while retaining the option to disable adaptive grid contraction.

Compatibility
Added support for Cinema 4D 2024 and Arnold 7.3.1.0.

Best regards,
Kresimir Tkalcec


  Max 2025 Version
Posted by: s2jesse - 05-11-2024, 04:29 PM - Forum: FumeFX [max] - Replies (4)

I was just about to upgrade to 6 but do we have a 2025 build? 
Thanks
Jesse


  Afterburn for Max 2.0?
Posted by: oreb_goodbird - 03-20-2024, 05:24 PM - Forum: AfterBurn - Replies (1)

I'm looking for a very old Afterburn plugin version for Max 2.0 -- wondering if admins or any members happen to know of an archive or dump of elder versions of the plugin?

I'm also kind of a scrub/noob so apologies in advance.


  FumeFX 6.1.7 [max] update
Posted by: Kresimir Tkalcec - 02-26-2024, 02:29 PM - Forum: Announcements - No Replies

Hello,

Today we have released FumeFX 6.1.7 update. Here is a list of new features, improvements and bug fixes.

New Features and Improvements
- Load Grid node can now load separate velocity components from .vdb caches.
- Advection parameters added to the Solver node.
- Load Grid node added Adaptive Grid options so that grid can expand if user is simulating grid beyond loaded frames.
- Load Grid node add Y up checkbox.
- Load Grid node added out of range mode that allows users to keep last loaded cache in memory.
- Added auto populate button to the Load Grid node for vdb caches.

Fixes
- Simulation speed could drastically reduce depending on the file location. With this update, some scenes can simulate twice as fast as in previous versions, including FumeFX 5.
- Changing Custom Channels caching didn't restart simulation with memory caching enabled.
- Memory caching can crash with custom channels.
- NodeWorks .prt export didn't export particle colors properly.
- Rare crash within openVDB during cache exporting.
- tyFlow orientation was changing with particle scale. This bug was fixed in recent tyFlow update but we’ve also made changes to this update so that users with older version of tyFlow can still get proper particle orientation.


  attribute [flags] delete
Posted by: JEJongju - 12-14-2023, 05:55 AM - Forum: FumeFX [maya] - Replies (1)

i want to import vdb to unreal

but i cant.

because attribute order is lightly different

test.0001.vdb
0. flags
1. smoke
2. firefuel

test.0002.vdb
0. smoke
1. flags
2. firefuel

test.0003.vdb
0. flags
1. smoke
2. firefuel


so on


in ffxconverter, i can delete smoke or fire attribute but cant flags

i want delete flags(or import unreal correctly) . how can i?


  FumeFX 6.1.6 [max] update
Posted by: Kresimir Tkalcec - 12-11-2023, 10:02 AM - Forum: Announcements - No Replies

Hello,

FumeFX 6.1.6 update is now available

 New Features and Improvements
- The Particle Import Node has undergone a significant enhancement, enabling users to import custom channels from both NodeWorks and TyFlow. This latest feature introduces a new level of flexibility for artists, particularly in conjunction with TyFlow`s custom channels, when working with node-based FumeFX sources. This update reflects a commitment to providing users with advanced tools that facilitate a seamless and integrated experience. As artists continue to push the boundaries of simulation and effects, these improvements contribute to a more efficient and dynamic workflow, ultimately enhancing the overall creative potential within the FumeFX for 3ds max environment.
 - Display node added option to display Orientation Quat values in addition to Orientation axis.
- Velocity node added predefined Direction option for world and local X,Y and Z axis.
- Simulation Info node add simulation start and end frame output pins.
 
 
Fixes
- PhysX crash in 3ds max 2024.
- Velocity node didn`t allow negative velocities.
- Grid Source node was not able to set negative temperature.
- Velocity Paint can crash on certain mesh types.
- Display Attributes node didn`t respect the selection of custom channels to display and it always displayed all channels.
- Particle Import Gen can crash on exit.


http://docs.afterworks.com/FumeFX6max/Re...istory.htm


  FumeFX 6.1.5 [max] update
Posted by: Kresimir Tkalcec - 11-21-2023, 12:11 PM - Forum: Announcements - No Replies

Hello,

FumeFX 6.1.5 update has been released today and new features include:

- The FFX Burn modifier has undergone a name change to FFX Vertex Test, bringing with it advanced features and performance enhancements. In addition to modifying the vertex color channel, it now has the ability to write to the vertex selection weights channel. New functionality also enables the use of particles and scene objects to adjust vertex channels based on proximity. Alongside its existing capabilities to access FumeFX fire/smoke/temperature channels, this revamped modifier allows for a whole new range of effects.
- Added Particle Skin modifier that supports NodeWorks particle system and groups.
- FFX Vertex Paint modifier becomes FFX Velocity Paint with added paint radius option.

More information at:
http://docs.afterworks.com/FumeFX6max/Re...istory.htm


  FumeFX 6.1.2 [max] update
Posted by: Kresimir Tkalcec - 10-23-2023, 09:50 AM - Forum: Announcements - No Replies

Hello,


FumeFX 6.1.2 update is now available. 
This release introduces a user-friendly Arnold and VRay Volume Grid shader, streamlining the rendering process for volume grids. You can now render FumeFX .vdb caches using Arnold GPU or VRay GPU, with the shader handling Volume Grid path configuration, channel assignments, and automatic synchronization with changes in the FumeFX cache path.

In the FumeFX Arnold/Redshift shader, we've included a button that simplifies the creation of a new Arnold Standard Volume Shader and its automatic assignment to the FumeFX grid.


Additionally, we've introduced a new WW2 Flak explosion preset, complete with an integrated Arnold Standard Volume shader setup.


More information and video tutorial at: http://docs.afterworks.com/FumeFX6max/Re...istory.htm