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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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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: 593
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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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TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 901
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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: 544
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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: 603
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FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 777
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,024
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 809
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| Source controller- Object Distance |
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Posted by: dudekill - 02-27-2008, 06:56 PM - Forum: FumeFX & NodeWorks [max]
- Replies (3)
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There is no setting in this source controller to define how far the distance to the object is.
Not sure how useful this source controller would be without being able to dial that in...
As it stands now, is the distance based on grid size or something? I would like to be able to use this source controller.
thanks
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| negative pressure |
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Posted by: Chris Pember - 02-27-2008, 06:53 PM - Forum: FumeFX & NodeWorks [max]
- Replies (6)
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2 questions actually:
1. (I cant find this in any posts here, so bear with me) How does one control the max spacewarps in fume? For example, I have say, a simple emitter, and a -gravity, -wind, pbomb, etc as a spacewarp. Is there any way to get fume to follow those with animation? If i move the SW around the scene, the only time it actually changes the sim is when it's rotated.. It's like the velocities were based off of the pivot of the fume sim, so only the SW rotational values are used, not where in space the SW is found. I'm trying to get the fume sim to follow the SW itself with the source remaining static..
2. is there a way to do a negative pressure sim? like, a vaccuum pulling in smoke, etc? I tried renaming a sim in reverse for fun, and the fum sim looks correct, however, the particle velocities are another story ;)
tks in advance,
C
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| Flame Thrower Tutorial |
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Posted by: ddustin - 02-26-2008, 12:13 AM - Forum: FumeFX & NodeWorks [max]
- Replies (3)
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I have seen several demonstrations on YouTube of using FumeFX to simulate a flame thrower.
Surely you get tired of this question, but are there any tutorials of creating a Flame Thrower?
I have ordered Alan McKay's DVD covering FumeFX, as there are very few tutorials that I can find.
Is there a list of tutorials somewhere?
Best regards,
David
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| Fire in layers |
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Posted by: ddustin - 02-25-2008, 06:15 PM - Forum: FumeFX & NodeWorks [max]
- Replies (4)
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Hello,
I had a request from a client to try something after I had sent him an example of the modified coolvapors project file.
He asked if it was possible to have the vapor catch fire.
Could that be done with one project or would it need to be done in 2 separate simulations and composited together?
thank you,
David
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| Feature request |
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Posted by: Mathias - 02-22-2008, 07:54 AM - Forum: FumeFX & NodeWorks [max]
- Replies (6)
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Hi Afterworks team,
First off, thank you for a great product! Fume is my new favourite soft, it's amazing!
I have a little feature request..
Could it be possible to be select multiple objects in the Objects/Sources/Spacewarps box and change the SpeedMultipl. value for all of them at once? if you have a lot of objects its a pain to go through them all. From what I'm told, this is not exposed to maxscript either?
thanks!
/Mathias
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| Using Text |
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Posted by: ddustin - 02-22-2008, 03:04 AM - Forum: FumeFX & NodeWorks [max]
- Replies (3)
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Hello,
It has been about a year since we used FumeFX and have been pleasantly surprised by the improvements over the initial version.
I was trying to use text generated in max as my emitter for my source object, but it fails to generate anything, same if I create a line the convert it to editable poly.
Is there anything in particular that needs to be done to text to make it useable?
Using FumeFX 1.1 and Max 2008 64bit.
best regards,
David
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| Updates - FumeFX 1.1, AfterBurn 3.2c, DreamScape 2.5d |
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Posted by: sitnisati - 02-21-2008, 08:21 PM - Forum: Announcements
- Replies (1)
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Dear users,
I want to inform you that the latest updates are available for download through our members area.
You must update all our plugins in order to make them load properly.
LIST OF FIXES:
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FumeFX 1.1
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+ added: GI support for finalRender
+ fixed: 64 bit and 32 bit cache not compatible with certain grid spacings (0.4 for example)
+ fixed: Fume grid linked to animated point helper results in unlink during simulation
+ fixed: Non-adaptive grid was not working
+ fixed: preview window didn't play animation on Vista
+ fixed: black specks rendered under max 2008
MXS changes:
+ Added: GetShader() , SetShaderByIndex(index), SetShaderByName(name) functions int GetNumObjects(), INode* GetObjectByIndex(index), GetObjectByName(name), AddLight(node), RemoveLight(node) functions
+ Fixed bug in ffxWorldPtToIndex function
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AfterBurn 3.2c fixes
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+ fixed: point3.h assert error
+ fixed: Noise Preview Window crash
Compatibility with new afterworks.dlu (new AFCs)
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DreamScape 2.5d fixes
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+ fixed: If you generate an adaptive sea surface and then change the wave direction. Then render new foam.
+ fixed: Terra editor crash upon Texture Map Paint generation and paint after retesselation of underlying grid
+ fixed: pixelization of clouds which resulted in different clouds configuration
+ fixed: DS preview window crash on 3ds max 9 (opteron, etc.)
Regards,
Kresimir
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