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  MAXScript command to create PFlow_ABurn operator???
Posted by: Filip Kaczorek - 09-11-2009, 03:09 PM - Forum: AfterBurn - Replies (5)

I was trying to do this with the macro recorder, I got:

Code:
particleFlow.BeginEdit()

ev1 = Event()
ev1.setPViewLocation 84 22
op1 = PFlow-ABurn()
ev1.appendAction op1
op2 = DisplayParticles()
op2.color = ev1.wireColor
ev1.appendAction op2

particleFlow.EndEdit()

Something to be expected actually.
The problem is that when I try to run the same code in the listener I get an error:

-- Type error: Call needs function or class, got: undefined

What am I missing here?

Apparently PFlow_Aburn() is not enough to create the operator - there are some parameters required?


  Render Error
Posted by: SnipeyX - 09-04-2009, 07:13 PM - Forum: DreamScape - Replies (2)

Dreamscape sea surfaces error when rendering with either scanline or vray when it has either a Composite Material or RPM Material (from rpmanager.com).

Any comments, can others reproduce?

Max 2009 64bit, Dreamscape 2.5e
Create a new sea surface object
Apply a composite material
Render


  MR / FumeFX -- am I a version back or something?
Posted by: phloog - 09-04-2009, 12:36 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Max 2010 (64bit) - - Teapot scene (Tut04), but likely an issue with all files....

Simulate and render any frame with scanline or FinalRender - works fine.

Render with MR get the following error:

MSG 0.0 error: Atmospheric "FusionWorks Renderer" is not supported.
MSG 0.0 error: Object < FumeFX01 > has invalid texture vertices and may not render correctly.

Normally I don't even bother with MR, but was playing around...it DOES seem to render, I just get this error.

Probably missed a post here, or a version....I'm on 1.2b according to the About screen....also, probably unrelated, but the screen tells me "Lock is Not detected" -- did I somehow lose authorization?

EDIT/UPDATE: Moving to FumeFX version 1.2d gets rid of the vertices error, but I still get the message that FusionWorks is not supported.

EDIT2 - found post where mentioned this error....even though it apparently is working this way for everyone, it is unsettling...no way to remove this in the future?


  Animating Timescale high to low value causes losing detail
Posted by: fkkcloud - 09-02-2009, 08:35 PM - Forum: FumeFX & NodeWorks [max] - Replies (1)

I got 1.5 time scale and value 2 of turbulence.
When I animated time scale down to be 0.7 in about 10 frames the simulation loses turbulence which cause make it look more diffuse.
I tried to also animate the turbulence value to be stronger twice and turbulence frame to be shorter like 1/2 or 1/3 but its still not doing it.

What else should I do to keep the detail/turbulence of the simulation after I turned down the time scale?

Thank you!

j


  Blurry details and dark areas with sharp edges inside clouds
Posted by: oggyplanet - 09-01-2009, 01:18 PM - Forum: AfterBurn - Replies (8)

Hi There,

when flying through clouds the noise-details getting blurry and dark areas appear. How to solve this?
Please take a look at the attached files.

Very simple scene-setup, no object-shadows, small view- and shadow-steps...
I'm using max 2009, Afterburn 4.0b, finalrender sp3 with fisheye-camera

Thanks++,
oggyplanet


  Network Sim conitnuation
Posted by: andycfx - 08-31-2009, 06:34 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hello,

If simming on a network or farm and the job gets cancelled or stopped...is there a way to resubmit and continue on? or does resubmit always start over the sim?

I am using Deadline for submission


  FumeFx 1.2d on 2008x64 + make preview = crash
Posted by: DeadClown - 08-28-2009, 09:20 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

When I use FumeFx 1.2d on max 2008x64 and try to make a preview max crashes.
It crashes with basic setups like a simple emitter and default spacing grid.
Just create a fume grid, a simple emitter and simulate, after that try to make a preview.

Vista x64, 3dsmax 2008x64, FumeFx 1.2d, Q6600, 8GB ram


  reflection pass technique?
Posted by: andycfx - 08-26-2009, 02:22 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hi there,

I've been playing around with fume/mental ray and I finding that I can't seem to get an accurate reflection pass out of MAX. Fume is working great with FG/GI, but is there a way to seperate that out from the actual fire render?

Below:
the left render is great, but what I want to achieve for the reflection pass is to split it up obviously for a comper...just the fire alpha on the cylinder. It's looking like this isn't possible? they only work together?

render elements in max don't seem to do anything


  Custom FumeFX CacheReader / Writer
Posted by: chaney - 08-25-2009, 07:59 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Does anybody know where the documentation for the new FumeFx import/export grid data libraries are ?

I see the feature under "Whats New" :

" ... libraries enable loading of FumeFX output files, accessing the data from the grid, shading using built in Standard Shader and building of Illumination Map."

But cannot find any documentation .

I need to write a cache reader/writer .


  Wind Tunnel effect
Posted by: ddustin - 08-22-2009, 12:57 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

We need to simulate a wind tunnel effect.

1. We need the smoke to emit from a very small tube .5" (12.7mm).
2. When we try to use a simple source, we cannot get it to emit at any diameter smaller than 6" (152mm), we are using a cylinder.
3. There is wind in the scene.
4. We need the wind to interact with certain objects in the scene, similar to how it would in a wind tunnel.
5. We are using Max 2009.

There is proably more information required to get help, so feel free and I can provide anything you need (except details of the product being tested).

Thanks in advance for your help.
David