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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
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» Views: 199
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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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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
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» Views: 591
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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: 560
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TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 899
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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: 542
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 602
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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: 776
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,021
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 807
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| Fume not reading it's existing cache |
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Posted by: andycfx - 08-13-2009, 01:59 AM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Running into another issue with network simming.
Using Deadline, FUMEfx 1.2, MAX 2010 64 , windows vista
I can network sim fine. The problem is if I stop it early and open up my local scene.
If you open your preview window you will see that it has in fact cached out, but if you want to continue simming locally it doesn't recognize say the last 50 frames or so and wants to resim those frames that are technically already there. These frames are also renderable, which makes me think I might have found a bug.
so just to be clear,
I have frames 1600-1675 simmed that are renderable , visable etc
but when I want to sim from 1675 on it says "found existing sim starting at frame 1610" instead of 1675.
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| FumeFX1.2 and MR network Rendering |
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Posted by: andycfx - 08-12-2009, 08:06 PM - Forum: FumeFX & NodeWorks [max]
- Replies (9)
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K, so quick question.
we have the MR render licenses installed on our farm. Those are all good to go. So my question is..
in my local scene before I submit to the farm. I have the FumeFX-mr shader picked in a slot in my material editor. Now, do I need to apply that to anything? or is it just needed in Max's material slot?
I pick the shader and all I get is a "Reauthorize FumeFX-mr" button in it's options. Do I need to authorize anything? If I do pick this button, nothing happends.
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| Max2010x64 and Ffx 1.2d crash |
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Posted by: DeadClown - 08-11-2009, 07:39 AM - Forum: FumeFX & NodeWorks [max]
- Replies (13)
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Hello everyone,
I have a very serious problem here.
When I use TP (3 sp2) and FumeFx 1.2d and pick a tp group as a fumefx particle emitter, fumeFx freezes and won't do anything more.
Please look at the attached screenshot and sample scene.
It is a max2010 issue only, 2009 works. I used TP and FumeFx before, so I can say that this is not my fault :wink:
[edit] Sorry, I accidently posted in the wrong section, please move it
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| Workflow and Units Setup? |
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Posted by: ECBCCMA - 08-07-2009, 01:21 PM - Forum: FumeFX & NodeWorks [max]
- Replies (1)
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Hello everyone, I've got a couple of quick questions.
First, what is the optimal units setup for fume fx? Does it work best with generic units or in standard or metric? Also what system units settings do you use? Does the units setup even really matter? I would assume that no matter what type of units you have the important factor is the relationship of the grid size to the grid spacing. However, I've been running into some problems with that. If I make my grid spacing too small, I crash during simulation. If I make it larger, my fumes feel very "pixilated" and resemble a cloud of mist more so than fire. Maybe I'm just messing up all my other settings?
I have an animated scene that's been passed to me from our animators that need some explosions added to it. The units are generic and the system units setup is 1 unit = 1 inch. Rescaling the scene isn’t an option because that messes up the animations. Does anyone have any tips and tricks in their workflows that could help me out?
Thanks
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| "fade out" smoke |
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Posted by: djanim8 - 07-31-2009, 01:35 PM - Forum: AfterBurn
- Replies (1)
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I'm doing missile smoke trails and want the smoke to "fade out" after about 5 seconds, but am not sure how to do that... can someone point me in the right direction? I tried putting a the fade out on the particle system, but that doesn't work, it just makes the afterburn sphere dissapear when its rendered.
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| Smoke_multiplied |
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Posted by: andycfx - 07-29-2009, 08:35 PM - Forum: FumeFX & NodeWorks [max]
- Replies (1)
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Hello,
I'm running into a consistent issue with my sim/render. My render will be fine until a certain frame and all of a sudden the smoke "pops" into a more multiplied shader. I tried clear the multiscattering cache and still get the same results. I am not using fluid maps at all.
any suggestions?
Thanks
Andy
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| 1.2d - Animated Grid Fix |
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Posted by: Galagast - 07-29-2009, 12:07 PM - Forum: FumeFX & NodeWorks [max]
- Replies (4)
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FFX 1.2b&1.2c
- Bug fix: A source linked to animated FumeFX grid produced a wind.
It seems that you first need to link your src objects to the grid before assigning them to the fume objects list, becasue doing it the other way around would result in a dependency loop error.
Working Method:
1. Link your source objects to the grid.
2. Add/Pick your linked source objects to the grid.
Non-Woking Method:
1. Add/Pick your linked source objects to the grid.
2. Link your source objects to the grid.
= Dependency Loop Error
tested on 3dsmax9 fume 1.2d
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