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| Latest Threads |
FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 164
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FumeFX 7.0 for 3ds max Re...
Forum: Announcements
Last Post: Kresimir Tkalcec
08-19-2025, 05:16 AM
» Replies: 0
» Views: 1,305
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FumeFX [max] 10% Siggraph...
Forum: Announcements
Last Post: Kresimir Tkalcec
08-09-2025, 11:45 AM
» Replies: 0
» Views: 1,190
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I can't use ISurf
Forum: FumeFX [max]
Last Post: hasitoyo
07-15-2025, 10:40 AM
» Replies: 2
» Views: 2,040
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Liquids with Spline Follo...
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
06-02-2025, 07:28 AM
» Replies: 1
» Views: 1,672
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FumeFX 6.7.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-21-2025, 08:57 AM
» Replies: 0
» Views: 1,409
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fumefx pf fumefx follow c...
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
05-12-2025, 07:38 AM
» Replies: 1
» Views: 1,630
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Hello I just recently upd...
Forum: FumeFX [C4D]
Last Post: Kresimir Tkalcec
04-10-2025, 10:09 AM
» Replies: 6
» Views: 6,361
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FumeFX 6.7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
04-02-2025, 07:09 AM
» Replies: 0
» Views: 1,499
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FumeFX 6.7 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
03-19-2025, 01:07 PM
» Replies: 0
» Views: 1,428
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| FumeFX 7.1 [max] update |
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Posted by: Kresimir Tkalcec - 10-06-2025, 11:32 AM - Forum: Announcements
- No Replies
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Hello,
FumeFX 7.1 update has been released today.
This update brings a major performance and workflow update focused on viewport performance, cache handling, and interoperability with external tools like Houdini, Maya Bifrost, Embergen and Liquigen.
The new RenderWarps algorithm has been completely rewritten and optimized for standard 3ds Max modifiers such as Bend, Twist, Taper, Skew, and Stretch.
This implementation delivers much sharper and more detailed deformations while running approximately five times faster than the previous version.
The system is hybrid by design—retaining the original sampling-based algorithm for complex deformers like FFD—ensuring both compatibility and speed where it matters.
Viewport visualization has been refined with color-coded grids and grid name labels that match each FumeFX object’s assigned color.
These colors are also shown in the floating FumeFX dialog, allowing users to immediately identify which dialog corresponds to which simulation grid.
The new display options also include cached color preview in the Voxel Data Display and a “Hide Grid” toggle available in both display modes.
OpenVDB import has been extended with Y-Up support and automatic detection of available channels when loading third-party caches such as Houdini or Embergen, streamlining the setup process and removing the need for manual channel assignments.
Cache output path handling has also been improved, allowing users to define custom separators and control the number of frame digits in file names.
The NodeWorks system introduces a new lightweight Alembic export path for particle and mesh caches.
The updated Save Cache and Particle Export nodes can now export point clouds and particle shapes directly to Alembic format, producing minimal cache files that load seamlessly into Houdini and Bifrost with matching attribute data.
The Load Caches node and PartLoad tool now support Alembic point cloud import with an optional Y-Up axis conversion and path variable resolution.
Additional updates include improved viewport performance in PartLoad with support for per-particle color display, new extrusion modes in the Extrude node (along vertex normals or custom vectors), enhanced MaterialID control, and a visual alert system that highlights NodeWorks dialog errors in red.
FumeFX Wind has also gained an animatable “Active” parameter, making it easy to enable or disable wind influence over time.
Altogether, FumeFX 7.1 refines simulation and workflow efficiency across both the FumeFX core and NodeWorks ecosystem, strengthening its integration within 3ds Max and external pipelines.
For a complete list of new features visit:
https://docs.afterworks.com/FumeFX6max/R...istory.htm
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| FumeFX 7.0 for 3ds max Released |
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Posted by: Kresimir Tkalcec - 08-19-2025, 05:16 AM - Forum: Announcements
- No Replies
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Sitni Sati releases FumeFX 7 which introduces NodeWorks Ocean, a physically accurate, GPU-accelerated ocean simulation system built natively for 3ds Max. It brings real-time ocean generation, adaptive meshing, secondary particle effects, and dynamic object interaction into a unified workflow designed for both VFX professionals and visualization artists.
With the addition of the Ocean Sim node, users can generate cinematic water surfaces driven by spectrum-based wave models, blend multiple wave types with Perlin noise, and eliminate visible repetition through tile variation and height masking.
The Foam & Spray node enables real-time generation of foam, bubbles, and spray, rendered efficiently as Arnold points or volumes with full support for Arnold User Data. For object interaction, the Ocean Dynamics node provides true two-way coupling between scene objects and the water surface, including buoyancy, wakes, and secondary particle emission.
Reel: https://youtu.be/YpqpbtuRjdA
Read more about features: FumeFX 7
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| FumeFX [max] 10% Siggraph Discount |
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Posted by: Kresimir Tkalcec - 08-09-2025, 11:45 AM - Forum: Announcements
- No Replies
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Hello everyone,
SIGGRAPH 2025 is here, and we’re celebrating with a special, limited-time offer.
From August 10 through August 15, enjoy 10% off the full version of FumeFX for 3ds Max.
No discount code required – the savings are included in product pricing.
Don’t miss the chance to bring next-level fire, smoke, explosions, fluid simulations and node-based NodeWorks multi-physics into your projects.
Get FumeFX for 3ds Max now: https://afterworks.com/Store.asp
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| I can't use ISurf |
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Posted by: hasitoyo - 07-15-2025, 04:43 AM - Forum: FumeFX [max]
- Replies (2)
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I have a question.
I want to use ISurf but it's not working.
1: Simulate with FumeFX
2: Create ISurf and select FumeFX
3: Mesh is not displayed. Adjusting the threshold didn't help.
(Max2023, FumEFX6.5.4)
Thank you in advance.
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| Hello I just recently updated my Cinema 4d to 2025 |
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Posted by: MiJacobson - 04-08-2025, 10:35 AM - Forum: FumeFX [C4D]
- Replies (6)
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I thought FumeFX would possibly be compatible but it just never shows up at all in the menus. So I am assuming i will have to downgrade to a earlier version of C4D for Fume to even be registered? IF there is a way to get it to run with the last build please let me know I just barely got the key so I havent tried everything but I just wanted to ask first before I started tinkering. Thanks in advance
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| FumeFX 6.7.1 [max] update |
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Posted by: Kresimir Tkalcec - 04-02-2025, 07:09 AM - Forum: Announcements
- No Replies
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Hello,
FumeFX 6.7.1 is now available.
Over the past two years, we've released 19 updates, introducing 190 new features and improvements along with 150 bug fixes.
We’re excited to continue bringing new and innovative features in future updates.
New Features and Improvements
- FumeFX: FumeFX Arnold/Redshift Shader now has the capability to blur caches. Use negative sharpen value to apply blur.
- NodeWorks: Surface Gen now has the output texmap color pin which is available when using Texmap as a filter.
- NodeWorks: Rendering particles as Arnold Points now support multiple materials based on the particle MtlID attribute.
- NodeWorks: Added support for 3ds Max 2026.
- NodeWorks/FumeFX: Added support for Arnold 7.4 and MaxtoA 5.8.1.0 for 3ds Max 2024 to 2026.
Fixes
- FumeFX: Arnold RenderView did not update when Arnold/RS sharpen/blur parameters changed.
- NodeWorks: Resolved a viewport performance issue where the display of millions of particles was significantly slower compared to PBD liquid particles or foam.
- NodeWorks: Instanced geometry was rendered despite the particle or particle group having the "Render as Point" flag.
- ....
Complete change log: https://docs.afterworks.com/FumeFX6max/R...istory.htm
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| FumeFX 6.7 [max] update |
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Posted by: Kresimir Tkalcec - 03-19-2025, 01:07 PM - Forum: Announcements
- No Replies
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FumeFX 6.7 has been released with many new and exciting features.
NodeWorks now features built-in C# scripting, allowing users to extend FumeFX and NodeWorks with custom logic and automation. The integrated script editor supports syntax highlighting, auto-completion, function call tips, and error bookmarks, making script development faster and more efficient. Users can also reference external scripts and assemblies, enabling modular and reusable code structures. With support for C# parallel loops, the system allows full multithreading, significantly improving performance in complex, computation-heavy tasks compared to traditional node-based setups. The FumeFX 6.7 update also brings major performance boosts.
The Spline Force node is now fully GPU-based for PBD Liquids, resulting in up to 45 times faster execution compared to CPU processing.
Additionally, GPU support for voxel grid calculations delivers a 10x speed increase.
Particle Custom Channels have also been optimized, achieving over 20% faster performance for smoother, more responsive simulations.
YT video: https://youtu.be/VlNowgYwLP8
Complete change log: https://docs.afterworks.com/FumeFX6max/R...istory.htm
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