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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
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08-05-2026, 01:10 PM
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FumeFX 7.5.5 [max] update
Forum: Announcements
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05-06-2026, 01:45 PM
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FumeFX 7.0 GPU for Maya R...
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TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
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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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FumeFX 7.5.1 [max] update
Forum: Announcements
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01-29-2026, 06:54 AM
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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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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
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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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  Simulation license (SL)?
Posted by: blenderman - 02-28-2008, 02:02 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hello,

can I let several SL Nodes work on the identical simulation? Or does a SL Node calculate only one single simulation always?

Thanks,
Oli


  Source controller- Object Distance
Posted by: dudekill - 02-27-2008, 06:56 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

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


  negative pressure
Posted by: Chris Pember - 02-27-2008, 06:53 PM - Forum: FumeFX & NodeWorks [max] - Replies (6)

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


  AB FR PFlow bug :)
Posted by: Filip Kaczorek - 02-26-2008, 12:50 PM - Forum: AfterBurn - Replies (1)

Good news everyone!
Remember some time ago there was a bug that if you had two Aburn operators in PFlow and two different ABurns assigned to them and rendered the scene with Final Render, Max crashed 100% times?
Sitni said it was solved for AB 4.0

Well it looks like it's solved already with AB 3.2c and Fr R2 Sp1 - don't know who exactly fixed it but still it's nice Smile

GI and caustics still not working on AB though Sad Well I guess it will be in AB 4 Smile


  A list of tutorials I have found
Posted by: ddustin - 02-26-2008, 12:29 AM - Forum: FumeFX & NodeWorks [max] - Replies (1)

I thought it would be advantageous to start a list of places where there were tutorials related to FumeFX.
Someday I'll understand the need for people to have the ridiculous techno-music playing in the background.

Explosion tute, very well done...
http://ca.youtube.com/watch?v=7sVSGtldvQc

Could be a very good tute if it wasn't so fast.
http://ca.youtube.com/watch?v=T9o6e9MOp ... re=related

Feel free to add any you can find as well...

David


  Flame Thrower Tutorial
Posted by: ddustin - 02-26-2008, 12:13 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

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


  Fire in layers
Posted by: ddustin - 02-25-2008, 06:15 PM - Forum: FumeFX & NodeWorks [max] - Replies (4)

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


  Feature request
Posted by: Mathias - 02-22-2008, 07:54 AM - Forum: FumeFX & NodeWorks [max] - Replies (6)

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


  Using Text
Posted by: ddustin - 02-22-2008, 03:04 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

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


  Updates - FumeFX 1.1, AfterBurn 3.2c, DreamScape 2.5d
Posted by: sitnisati - 02-21-2008, 08:21 PM - Forum: Announcements - Replies (1)

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:

================
FumeFX 1.1
================
+ 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

================
AfterBurn 3.2c fixes
================

+ fixed: point3.h assert error
+ fixed: Noise Preview Window crash
Compatibility with new afterworks.dlu (new AFCs)

====================
DreamScape 2.5d fixes
====================
+ 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