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FumeFX 7.5 [Maya] update
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Forum: FumeFX & NodeWorks [max]
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FumeFX 7.5.2 [max] update
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FumeFX 7.5 GPU for 3ds ma...
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Forum: FumeFX & NodeWorks [max]
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FumeFX 7.1 [max] update
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  FumeFX Suggestions
Posted by: Galagast - 03-06-2009, 07:16 AM - Forum: FumeFX & NodeWorks [max] - Replies (10)

Fxd File Cropping:
- Able to crop existing fxd files.
- usefull for fume libraries to take up lesser disk space.
- cropping by:
- bounding Box
- object volume
- voxel data threshold

Fxd File Combine:
- able to combine simulations into one fxd file sequence.
- combine voxel data by average or by min/max

Fxd File Generate:
- say for example generate fluid mapping from an existing fuel, velocity sim?
- generate smoke from an existing fuel sim?

Cache Mesh Voxels:
- this could be usefull for very large scenes
- when simming, instead of reading all the geometry (with modifers, animations and stuff), a mesh voxel data is used instead.

Fume Source: Invert
- say a sphere or box source, with SET Fuel:0 (kill the fuel in the sim), what normally happens is that any voxel inside this source will get the effect of having its fuel value set to 0. It would be nice to be able to invert this effect so that what's outside the volume gets the Fuel:0 setting.

Burn Maps:
- something like wet maps
- generates a sequence of bitmaps where colors are controlled by voxel thresholds, like a certain heat value will color the maps with white.
- might also be usefull as moisture maps

Preview: Elevation/Z-Depth Shading Type
- is it possible to shade the voxels in the preview (or even in the render) using elevation (the lower/farther parts gets white, higher/nearer parts gets black) and z-depth?
- this is because when previewing the smoke in the Preview window, its usually hard to guess the depth of the smoke without seeing the shadows.

Object Volume Emission:
- it would be nice to generate voxel using the actual object volume
- it seems that when using Object Sources, only the surfaces generate voxels (unless i'm mistaken Big Grin )
- option to also use 3d map emission within the volume


  Network Rendering
Posted by: ddustin - 03-05-2009, 05:57 PM - Forum: FumeFX & NodeWorks [max] - Replies (5)

Hey,
We dusted off our copy of FumeFX and have started using it for testing.
After reading throuhg a good share of the posts in this thread (a great thread BTW) we still have some questions...

We never did use FumeFX for netrendering.

If I understand things correctly:
You can network render in scanline (I am assuming you need to install fumeFX on all render nodes).
To network render with FumeFX and MR you need licensed versions on all render nodes (are there less expensive render node licenses?). It would seem to be really expensive to be required to purchase a full seat of FumeFX for a render node...
Can you use Vray with FumeFX without jumping through hoops?
Can you netrender with Vray and FumeFX on the entire render farm?

Thanks,
David


  multiple fumefx grids!
Posted by: qqqavi - 03-04-2009, 12:55 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hello everyone!
If I have two grids overlapping, each one with it's own settings/sources, etc.. it is possible that these two grids to interact eachother? I want to make two different sources, each one with it's own smoke/color/density etc... and to mix them together... because as I've seen fumefx can't apply two different settings for two sources!
Thank you! 8)


  cloud layers lightening sky
Posted by: aldred2 - 03-03-2009, 04:15 PM - Forum: DreamScape - Replies (2)

Hi
Since when did adding a cloud layer lighten the sky all over? It's as if I'm adding an additive layer and it means that I'm not able to make complex clouds since more than two layers and the sky is too bright.

Thanks
Mark

max 2009 64bit DS2.5e


  output preview problem
Posted by: joosedatson - 02-28-2009, 10:27 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

i cant see my preview smoke when i play the sim? the only time i can see the smoke in the output preview is durring its calculation when the preview window is open,... second i can render the smoke eaither?

i have no idea how or why this is happening? i un-installed and re-installed but came up with the same result?

it was working fine,..


  Fume Follow Incorrect Motion (gravity vector)
Posted by: partiallyfrozen - 02-28-2009, 12:59 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

So i have started to notice that if you create a fume and rotate it an any way from the original location that it was simmed in. The direction of the fume follow gets odd.

Aka if i simmed a simple ball on fire and rotated it 90deg to any direction and push particles through it. The particles will rise and or go in the direction that they were originally simmed at not the direction in which the grid is in world space. has anyone had or seen this issue? Also i am seeing the same issue if i use a gravity vector.

IF you need a scene to further illustrate it let me know.

mark


  Particle Count (10million cap) Fume birth bug......
Posted by: partiallyfrozen - 02-28-2009, 12:58 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

So i still use Pflow and i am not sure if this is an issue with TP. Particles in max (maybe again just pflow) have a max number set to 10million. So what i am running into is this. If i use fumebirth it seems to not realize when a particle is infact deleted so it keeps adding it to the over all particle counts.

IE: If i have a 200 frame sequence and am birthing lets say 2000000 (rate) particles it seems to run out of particles due to the fact its creating 200000 x per second. So it hits the cap quickly. Now with a normal setup i have a delete or enable the delete if out of grid so it retains an under 10million particle count. But it seems like Fume + Pflow dont realize that the particle that was deleted is gone so it leaves that number to just keep counting up even though that particle is gone. aka there are 200000 particles ACTUALLY there but the system thinks it 10000000 (but they have been deleted).

Maybe there is a work around but i havent heard or seen anything to that. And i would love to know if this is the same thing in TP as if its not then i will use that from now on for simple fumebirth stuff.

Mark


  Map emission and corrpupted scene?
Posted by: harlequin - 02-25-2009, 02:55 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Greetings.

Today, i tried adding a simple map noise emission to my Objects SRC and my scene got corrupted. Can't even open it again , even, if i didn't saved the version i'm working on?

Here is the message i got when simulating it :

Starting simulation.

Simulating: Fuel Smoke
Exporting: Fuel Smoke
Solver quality=5, Maximum iterations=200
Simulaltion steps=3
Linear interpolation
Advection stride = 0.30
Time scale=0.90

Starting Wind01
Starting FFX Object Src02
Calculating simulation

Frame: 1

Starting step 1/3
[FFX Object Src02] Building voxels for Geo_HiRez_Debris_A01_clone1
[Geo_HiRez_Debris_A01_clone1] is missing Map Channel 0. Skipping!)
Allocated memory

Starting step 2/3
[FFX Object Src02] Building voxels for Geo_HiRez_Debris_A01_clone1
[Geo_HiRez_Debris_A01_clone1] is missing Map Channel 0. Skipping!)
Allocated memory

Starting step 3/3
[FFX Object Src02] Building voxels for Geo_HiRez_Debris_A01_clone1
[Geo_HiRez_Debris_A01_clone1] is missing Map Channel 0. Skipping!)
Allocated memory
Saving fxd data OK.
Frame time: 00:00

I just don't save and reopen it. Opening max file failed?

What happen?


  FumeFX mentalRay renderElements & node??
Posted by: gakkie - 02-25-2009, 02:29 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

hi, i just upgraded to FumeFX 1.2!!! thanks for such a fabulous plugin!!!
however i would like to mention tiny 2 things

one is...
in fumeFX mentalray-mode, it seems renderelements(renderpass?) such as fire,smoke,depth are disappered for some reason... is it just me? or does that mean we need to render those passes separately in scanline mode, then rendering via mental-ray to get FG reflectional light (on background)??
if it's this case, how can i get the reflectional light with the matte of fire and smoke?
also it seems smoke is not affected when rendering FG...(maybe i have to double check though...)

second is...
is this "FumeFXMR" node doing any good??
i just wonder what's this node for Big Grin

cheers!!!


  Max 2009 Crashes With Dreamscape Terrain Object/FinalRender
Posted by: hometime - 02-25-2009, 05:59 AM - Forum: DreamScape - Replies (3)

Recently installed the Max 2009 version of Dreamscape and if I add a DS Terrain Object and do not select (render as geometry) and use FinalRender GI, Max crashes.
If "render as geometry" is selected it is fine, if I don't use FR GI it is fine.

FYI
Don