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Forum: FumeFX [max]
Last Post: 123movie
09-05-2026, 12:06 PM
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
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» Views: 161
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
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» Views: 358
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
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» Views: 389
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 602
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
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» Views: 405
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
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» Views: 463
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FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
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» Views: 641
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 798
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
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» Views: 648
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| Motion Blur does not work in Scanline Render. |
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Posted by: Jumpei.F - 11-05-2021, 08:15 AM - Forum: FumeFX [max]
- Replies (4)
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Hi.
When I render with FFX motion blur enabled in Scanline Render, sometimes it does not apply.
If I change the Duration of Motion Blur or change the renderer several times, and then render again in Scanline Render, the blur may be applied.
Also, when I render with Backburner, the blur is not applied.
Is this a bug?
The version of FFX is 5.1.
Thanks.
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| Autodesk has Arnold 7 released |
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Posted by: fman3d - 10-26-2021, 08:43 AM - Forum: FumeFX [max]
- Replies (4)
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Hello,
Autodesk has released Arnold 7.
I haven't updated my system yet because I'm working on a project.
I can't say if FumeFX 5.1 will run with it or what problems it might have.
But maybe with such a big release an adjustment is necessary again?
Thanks for your effort.
Frank
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| Source area blur |
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Posted by: Viacheslav - 10-21-2021, 11:08 AM - Forum: FumeFX [max]
- Replies (5)
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Hello,
I did not find an answer in the documentation, what does source area blur do? Does it require physical camera motion blur or Vray camera properties(Render Tab) motion blur enabled?
Thanks.
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| Deadline not using wavelet cache |
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Posted by: whertigo - 10-13-2021, 07:14 PM - Forum: FumeFX [max]
- Replies (3)
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Hi all.
I'm on a really tight deadline, and I'm trying to render a fumeFX-simulation on deadline.
I've done the initial sim and the wavelet sim, and on my local machine everything renders as expected. However, when using deadline the frames seems to be using the default cache and not the wavelet - which is a major issue.
The setup is pretty simple, one object source, four deflecting objects. WT-Sim files are around 1.3Gb.
Both caches are stored in the same networked folder, accessible to all the nodes. No deadline errors as far as I can tell.
I'm using win 10, Max 2022, fumefx 5.1 and deadline 10.1. MAXtoA latest version.
Is there a button somewhere I forgot to press?
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| Issue with FumeFx not accurately reflecting the Age of tyFlow. |
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Posted by: Jumpei.F - 10-12-2021, 10:18 AM - Forum: FumeFX [max]
- Replies (3)
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Hi,
I would like to load particles generated using tyflow into FFX and utilize FFX's AFC, but I cannot read the Age accurately.
The two methods we tried are as follows. Please see the attached sample scene and images for reference as well.
Method 1: Enable tyFlow's Age Channel
Enable tyFlow's Age Channel, select tyFlow Float as the Input Type in FFX's Particle Sauce, and enter Age as the Channel Name.
The result is that Age is not loaded properly.
Method 2: Setting Custom Float in tyFlow
In tyFlow, use Custom Properties to set up a channel corresponding to the Age, and then load the set channel with Particle Sauce's tyFlow Float.
As a result, the pseudo-Age can be read, but the exact Age cannot be read.
For example, if you want to set the Radius of the AFC to 10 at the beginning and 0 at the end, and the life of the particle is set to 20 frames, you can adjust the Interpolation value in Custom Properties up or down so that the Radius becomes 0 at 20 frames (this is not accurate because the apparent Radius is adjusted to be 0).
However, let's say that you have a mixture of particles with variations in Age and a lifetime of 15. In this case, the Interpolation in Custom Properties is optimal for Age 20, so it is not appropriate for Age 15, and the Radius will not be 0 even at Age 15.
As described above, if you want to have a variation in Particle Age, you cannot set the Radius you want to get.
Based on what I have verified so far, I would like to have a solution to the above issues, but I do not know how to go further.
Ideally, I'd like to see FFX's Particle Sauce properly reflect the Age if Age caching is enabled in tyFlow, without the need to use Custom Properties.
I've already posted this problem on the tyFlow forum, but there was no solution.
I do not know whether this problem is with FFX or tyFlow.
Apart from this problem, I also have a problem with not being able to read the velocity of meshes generated by tyflow. (In most cases, velocity cannot be read when the condition becomes complicated, such as when the flow splits due to spawn in tyFlow.
If this is a problem on the FFX side, will it be fixed in a future update?
I'm looking forward to your reply.
Thank you.
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| VDB to fume channel mapping |
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Posted by: dr_ron - 08-04-2021, 01:16 PM - Forum: FumeFX [max]
- Replies (7)
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hi
I have a VDB with wavelet data , how can I map these to Fume channels when loading the VDB into fume?
I can see smoke, velocity , color, but no wavelet options.
Also , when using WSM bend as render warp, the "bent" grid seems to lose detail, is fumefx "blurring/smoothing" the input while performing the "bend".
I expected a little loss, but it seems quite a lot
thanks
Harv
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| vrayDistanceTex |
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Posted by: dr_ron - 07-21-2021, 05:39 PM - Forum: FumeFX [max]
- Replies (3)
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Hi
is it possible to use VrayDistanceTex with fume grids?
iv tried in the Smoke Map source/Map , but it didn't work.
am I missing something simple
thanks
Harv
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| convert utility |
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Posted by: thomastraum - 07-13-2021, 11:24 AM - Forum: FumeFX [C4D]
- Replies (1)
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trying to convert to vdb...
Code: .\ffxconvert.exe -r 1 250 -i 'N:\fumefx\wind_turbine-fire-v002\wind_turbine-fire-v002_.fxd' -o 'N:\fumefx\wind_turbine-fire-v002-vdb\wind_turbine-fire-v002_.vdb'
but fails at first frame
Code: PS C:\Users\TRAUM-MACHINE-09\Downloads\ffxconvert036> .\ffxconvert.exe -r 1 250 -i 'N:\fumefx\wind_turbine-fire-v002\wind_turbine-fire-v002_.fxd' -o 'N:\fumefx\wind_turbine-fire-v002-vdb\wind_turbine-fire-v002_.vdb'
FumeFX 5.0 cache converter v.0.3.6
Copyright 2016-2018 Sitni Sati [www.afterworks.com]
input: N:\fumefx\wind_turbine-fire-v002\wind_turbine-fire-v002_.fxd
output: N:\fumefx\wind_turbine-fire-v002-vdb\wind_turbine-fire-v002_.vdb
range: 1-250 step 1
draft: 1 off
converting file 1 of 250
[ smoke tex vel fire ] | N:\fumefx\wind_turbine-fire-v002\wind_turbine-fire-v002_0001.fxd --> N:\fumefx\wind_turbine-fire-v002-vdb\wind_turbine-fire-v002_0001.vdb
PS C:\Users\TRAUM-MACHINE-09\Downloads\ffxconvert036> .\ffxconvert.exe -r 1 250 -i 'N:\fumefx\wind_turbine-fire-v002\wind_turbine-fire-v002_.fxd' -o 'N:\fumefx\wind_turbine-fire-v002-vdb\wind_turbine-fire-v002_.vdb'
FumeFX 5.0 cache converter v.0.3.6
Copyright 2016-2018 Sitni Sati [www.afterworks.com]
input: N:\fumefx\wind_turbine-fire-v002\wind_turbine-fire-v002_.fxd
output: N:\fumefx\wind_turbine-fire-v002-vdb\wind_turbine-fire-v002_.vdb
range: 1-250 step 1
draft: 1 off
converting file 1 of 250
[ smoke tex vel fire ] | N:\fumefx\wind_turbine-fire-v002\wind_turbine-fire-v002_0001.fxd --> N:\fumefx\wind_turbine-fire-v002-vdb\wind_turbine-fire-v002_0001.vdb
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| fume FX GPU viewport display , c4d r21 redshift |
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Posted by: thomastraum - 07-12-2021, 06:03 PM - Forum: FumeFX [C4D]
- Replies (2)
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hey guys,
I noticed a weird behaviour.
the fumefx gpu preview is completely different depending on the scale, see attachment.
I have been struggling to get my sim right because the smoke looks faded out in the preview but is completely opaque black in the render, like 99% different. So you never know what you get. Particular since a grid size decrease for a higher quality completely changes when smoke is dissipated and compared to the dissipation setting I use when using a lowres preview grid.
So you have no idea to what to adjust the dissipation strength unless you actually run the sim multiple times over a few days until you are lucky.
Now if the GPU preview would be trustworthy this would help a lot, but the preview seems to be really HQ for only gigantic sizes at least with my current settings.
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