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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 200
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 384
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 594
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 562
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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
» Replies: 0
» 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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| Compatibility with Max 2008? |
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Posted by: aubreyp - 12-31-2007, 08:30 PM - Forum: DreamScape
- Replies (3)
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Are there any known issues with using DS 2.5 on Max 2008? I've noticed some weirdness using them together, but I don't know if it's because of errors in DS or problems with Max.
Here are the errors:
1) Grainy clouds in the preview and render. The grain shows up in the preview top view, and in the frame buffer. The grain in the preview top looks like semi-sharpened noise. I have the cloud sharpness set to .1, so that's not the issue.
[ATTACHMENT NOT FOUND]
2) 3d preview of the sky renders upside down sometimes.
I'm running Vista 64 Business, Max 2008, Dreamscape 2.5.
Thanks,
-Aubrey
NC3D
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| FumeFX and Spacewarps Scale Factor |
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Posted by: jrand - 12-15-2007, 11:39 PM - Forum: FumeFX & NodeWorks [max]
- Replies (5)
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I was doing some tests with spacewarps and I as well as a few others noticed the scaling seems to be approx. 10x less than using the same spacewarps with PFlow or other particles.
Do you guys happen have a "real" number in regards to the scaling of say the wind spacewarps strength in Fume vs. particles.
Or maybe just a little insight to get more accurate results without having to do repeated test sims to get it closer to the mark?
Best Regards,
John
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| Backburner rendering |
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Posted by: jedihopper - 12-13-2007, 02:12 PM - Forum: FumeFX & NodeWorks [max]
- Replies (3)
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I have a question, I finally got my new computer and I uses the old one as a render slave, it works to render a scene without FumeFX.
But how do I set up the system to render fumefx, do I need to install the Simulation License to it.
I understand that if I want that Slave machine to help simulate fumefx I need the Simulation License, but how do I do just for rendering, is it the same?
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| AfterBurn 3.2c |
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Posted by: sitnisati - 12-11-2007, 10:07 AM - Forum: Announcements
- Replies (1)
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Hello,
I want to inform you that AfterBurn 3.2c patch for 3ds max 9 and 2008 is available inside members area.
It fixes a "point3.h assert" error as well as noise preview window crash.
Best regards,
Kresimir
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| AfterBurn 3.2c availabe |
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Posted by: sitnisati - 12-11-2007, 10:06 AM - Forum: AfterBurn
- Replies (1)
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Hello,
I want to inform you that AfterBurn 3.2c patch for 3ds max 9 and 2008 is available inside members area.
It fixes a "point3.h assert" error as well as noise preview window crash.
Best regards,
Kresimir
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| volumes not rendering correctly in fog |
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Posted by: anim8 - 12-08-2007, 11:35 PM - Forum: AfterBurn
- Replies (4)
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Hi
I am having a problem trying to add depth in a scene with afterburn volumes. I am using vray, octane shader and AB fog (not volume or layered). The problem seems to be where volumes are overlapping from the cameras perspective. Any ideas? Is fog or zdepth preferable for this effect?
thanks
Justin
pic attached
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| Particle Flow + Time? |
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Posted by: montywire - 12-05-2007, 06:20 PM - Forum: AfterBurn
- Replies (3)
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I may be missing something, but when I have a particle flow system all worked out. I cannot make changes over time (AFC Curves), color sphere radius, etc. I can still make changes over time with standard plugins.
Attached image has a the same afterburn solution., the top on superspray the bottom on PFlow. did I skim the documentation too fast, any ideas?
OH yeah 64bit xp sp 2, Max 9 32 bit
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| Planar objects with opacity maps matteing out the fume smoke |
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Posted by: Suspensa - 12-03-2007, 05:01 PM - Forum: FumeFX & NodeWorks [max]
- Replies (19)
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I have a scene with steam coming out of a manhole with a series of planes in front of and behind the fume object, but not intersecting, with animated opacity maps to represent rain and also have a planar object along the road with animated opacity maps for running water that also dont intersect the fume grid (in 3 space anyways). When I render the scene, the fume smoke gets cut off by the planes. There is a visible line where it cuts it off. If i hide the rain and or water planes the smoke renders correctly. I've run into this problem before with objects with opacity maps. What causes this and how can I get around it?
Thanks,
Spencer
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| Smoke Momentum? |
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Posted by: joescarr - 11-28-2007, 09:09 PM - Forum: FumeFX & NodeWorks [max]
- Replies (3)
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we are trying to get smoke emitted from a moving object to have momentum (to continue moving further and further through voxels after emission).
the smoke emits, but stops and does not spread out (unless we add a wind turbulence).
we played with Object Velocity and Extra Velocity but no luck. Also tried Advection Stride to have them reach further but no luck.
it seems like the smoke does not move freely enough through voxels. Imagine that dense smoke creates pressure outward so it expands...
Diffusion with high smoke values seems like a step in the right direction but the smoke does not really flow quickly through voxels and just gets really, really soft.
Is there a way to get emitted smoke to have momentum so it easily flows/moves/spreads through voxels?
thanks!
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