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attribute [flags] delete
Forum: FumeFX [maya]
Last Post: Kresimir Tkalcec
12-14-2023, 08:05 AM
» Replies: 1
» Views: 164
FumeFX 6.1.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
12-11-2023, 10:02 AM
» Replies: 0
» Views: 155
FumeFX 6.1.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
11-21-2023, 12:11 PM
» Replies: 0
» Views: 120
FumeFX 6.1.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-23-2023, 09:50 AM
» Replies: 0
» Views: 171
FumeFX 6.1.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2023, 09:23 AM
» Replies: 0
» Views: 153
Fire using tyflow
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
09-11-2023, 09:10 AM
» Replies: 9
» Views: 879
FumeFX 6.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
09-06-2023, 09:11 AM
» Replies: 0
» Views: 216
about license transfer
Forum: FumeFX [maya]
Last Post: DoKorak
08-25-2023, 12:10 PM
» Replies: 1
» Views: 248
FumeFX 6.0.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-17-2023, 01:31 PM
» Replies: 0
» Views: 198
FumeFX 6.0 for Maya Relea...
Forum: Announcements
Last Post: Kresimir Tkalcec
08-07-2023, 08:54 AM
» Replies: 0
» Views: 215

 
  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


  FumeFX 6.1.1 [max] update
Posted by: Kresimir Tkalcec - 10-06-2023, 09:23 AM - Forum: Announcements - No Replies

Introducing our latest FumeFX 6.1.1 update, packed with exciting features and improvements to enhance your workflow:

Quick Presets for Speedy Operations
We've introduced the Quick Presets menu option, designed for a quick start of your NodeWorks setups. With this feature, you can swiftly create and load voxel grids, convert objects to cloth or soft body, set up rigid body dynamics using PhysX or create a complete explosion setup with just one mouse click. Actions are context-sensitive, adapting to the selected objects in your scene, making your work more intuitive and efficient.

Enhanced Disk and Memory Cache Management
We've optimized the disk and memory cache sizes, resulting in smaller file sizes, reduced memory consumption, and faster caching. In scenarios where you're dealing with millions of particles saved to disk, you can expect caching times to be cut in half, significantly boosting your productivity.

Memory Caching Support for Points Display Type
Now, you can take advantage of memory caching support for the points display type within the Grid Display node, allowing for smoother and more responsive interactions with your voxel grids.

Streamlined Voxel Grid Manipulation
Our "Initialize Grid" and "Load Grid" nodes have been enhanced with a convenient "Create Position Helper" button. This feature sets up the Object Info node and point helper, providing you with a quick and efficient way to manipulate your voxel grids with precision.
ISurf, Spline Force, FumeFX Force, 3ds max Forces and Perlin Noise nodes added Grid input pin so that users can easily apply those nodes to entire voxel grid.


More information at:
http://docs.afterworks.com/FumeFX6max/Release%20History.htm


  Fire using tyflow
Posted by: Fabrice - 09-08-2023, 08:33 AM - Forum: FumeFX [max] - Replies (9)

Hi,

I created a tyflow1.025 flamethrower but I obtain only ugly fire balls instead of fire....what am I doing wrong please?

Here are my settings :

   


  FumeFX 6.1 [max] update
Posted by: Kresimir Tkalcec - 09-06-2023, 09:11 AM - Forum: Announcements - No Replies

September 6th, 2023 - Sitni Sati releases FumeFX 6.1 for 3ds max®.
We're thrilled to announce the latest update to our 3ds max plugin, designed to supercharge your creative process. Here's what's new:

- We've introduced a powerful memory caching system that covers a wide range of elements, including particles, particle shapes, custom channels, Arnold procedurals, splines, fibers, and voxel grid displays. This groundbreaking feature will revolutionize your NodeWorks workflow, providing a seamless and lightning-fast playbacks right within the 3ds max viewport.

- For users of 3ds max 2023 and newer, we've added GPU viewport display support for the Display Grid node. Now you can harness the full potential of your graphics card and display voxel animation in real-time without waiting for slow disk caches to load.

- Added support for Arnold Procedurals .ass files (Arnold's render proxy) display inside the 3ds max viewport. Arnold Procedural .ass file can contain large set of data, like entire city block, that can be scattered by using the NodeWorks particles and visualized directly inside the 3ds max viewport

Don't miss out limited time discount opportunity and get FumeFX 6 for 3ds max today!

Complete list of changes is available here


  about license transfer
Posted by: namnhai13 - 08-25-2023, 05:08 AM - Forum: FumeFX [maya] - Replies (1)

Hello!
How do I transfer the license from the old server PC and work PC to a new PC?

I tried the licenses in the member area, but they don't seem to be working.

I used FumeFX 5.0.6 for maya.
Thanks so much.



Attached Files Thumbnail(s)
   

  FumeFX 6.0.6 [max] update
Posted by: Kresimir Tkalcec - 08-17-2023, 01:31 PM - Forum: Announcements - No Replies

Hello,

FumeFX 6.0.6 for 3ds max update has been released today.

New Features and Improvements
- .vdb caches loading and saving was updated to OpenVDB 10.0.1 (max 2020 - max 2024).

Fixes
- FumeFX was loading caches even when not needed which have caused viewport lag.
- Birth Surface didn’t set velocities along the surface normal in the case where custom direction was not used.


  FumeFX 6.0 for Maya Released
Posted by: Kresimir Tkalcec - 08-07-2023, 08:54 AM - Forum: Announcements - No Replies

[Image: FumeFX600-inblog.jpg]

August 7, 2023 - Get ready to take your visual effects to the next level with the latest release of FumeFX™ 6 for Maya (Windows)! Our brand-new version is 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.

Simple Source Power-Up
Simple source now has 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.

Custom Velocity Control
The Object Source now features a separate control for specifying custom velocity vectors that allows artists to direct the flow of simulations with precision.

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. Fine-tune your simulations to match your vision flawlessly.

Compatibility
Added support for Maya 2024 and Arnold 7.2.2.1. Stay ahead of the curve and harness the power of the latest software advancements to bring your creative visions to life.