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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 159
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 351
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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: 551
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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: 534
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 854
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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: 511
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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: 585
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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: 751
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 997
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 788
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| FumeFX/TP Explosion Settings? |
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Posted by: Martians - 05-09-2007, 08:27 AM - Forum: FumeFX [max]
- Replies (2)
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Hi,
I am trying to achieve a realistic explosion of a spacecraft that collides with a cliff.
I have set up a thinking particles system, where a dummy object representing the spaceship, hits the cliff surface and fragments into about 70 spinning parts of debris. These fragments are then linked to FumeFX and emit fire and smoke while flying off from the point of impact.
The actual collision and fragmentation is working ok, but I still haven't quite reached the results I am after with FFX. I would like each ship fragment to emit a certain amount of fire, and then some defined smoke trails after them.
Any tips on how to setup my FFX sim will be much appreciated.
Are there btw, any presets available anywhere?
Regards,
Martin
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| Spherical/Sky render built into AfterBurn...? |
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Posted by: johnswafford - 05-08-2007, 02:36 AM - Forum: AfterBurn
- Replies (1)
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I'm a DreamScape 2.5 user considering AfterBurn 3 for the creation of additional cloud types for sky map rendering within 3ds max 4.
Does AfterBurn have an integrated spherical/sky rendering built into it (like DreamScape does) that would allow sky map output without needing a spherical camera? Or do AfterBurn clouds show up properly in DreamScape sky renders already?
If I needed a spherical camera for rendering both effects into a single render, then I'd probably just buy the $99 Stage-0 version of FinalRender to use the included spherical camera. However, it would be nice to know if I even need to worry about this at all.
Thanks
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| Dreamscape & 3DS Max space warps |
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Posted by: isselnord - 05-07-2007, 01:45 PM - Forum: DreamScape
- Replies (3)
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Hi,
I would to know if it's possible for Dreamscape sea surface to interact with 3DS Max space warps. I've to animate an Helicpoter over a sea surface, and I can't understand how to generate foam from the heli main rotor on the sea surface.
thanks
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| FumeFX 1.0a |
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Posted by: sitnisati - 04-28-2007, 06:24 AM - Forum: FumeFX [max]
- Replies (1)
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Hello,
I wish to inform you that FumeFX 1.0a is released and available for download from our members area.
What's new:
FumeFX 1.0a introduces Simulation license (SL).
With Simulation license user can use backburner to send simulation tasks to any computer that has installed Full license, or Simulation license. Before submitting a job via backburner, user has to enable SL mode button in main FumeFX UI and set output path to a valid network path.
When job starts on a SL machine, simulation will start automatically.
If user does not want simulation to be renderer automatically after simulation is finished, then rendering range can be set to a single frame.
Full version of FumeFX 1.0a comes along with two free SL licenses while
additional pack of four SL licenses can be purchased at additional cost of $195.
Here is a brief list of other fixes and improvements.
- Improved multithreading code that will make simulation run up to 30% faster on multi CPU/core machines.
- About box now contains Reauthorization options for Full and Sim license types
- Loft crashed 3ds max if spline shape was animated.
- If mesh was not consistent, it was not voxelized at all. In 1.0a, inconsistent mesh is voxelized, but it does not have any velocity information.
- Fire Shader+CD Shader -> Without FM computed, images were still different then when Map Source is set to Disabled.
- GI multiplier now work for VRay as well. Parameter is disabled if Renderer is different from finalRender or VRay.
- Preview window with Map Source set to world coordinates rendered black.
- Smoke falloff had an influence on alpha channel, but it shouldn’t.
- Fire alpha multiplier now has to be much lower – in a range of 0-2.
Loading of FFX 1.0 scenes fixes this param in following manner; If fire alpha was > 1, it sets it to 1.0.
- Channel Shader Opacity is now 20 times stronger by default, except for smoke, for which it remains the same. Before this correction, results from Standard and CD shaders were different even when the same values were used.
- Error that can show up during rendering “Assert in point2.h line 196".
- Thinking Particles Values operator returned fuel as negative. Also PointInGrid value was true by default.
- Objects with WMS applied generated “outside of grid” error, even if object is inside the grid.
- FusionWorks/Render Element bug. If object in Object properties has ”Apply Atmosphere” disabled, then Render Element Z-depth, FFX Smoke and Fire had errors.
- Certain message boxes are replaced by log entries when FumeFX operates in slave mode.
- Memory required for simulation and render are added to general tab.
- Diffusion parameter can now go to 99999.0, which is useful for big scenes.
- Light picking/removing issues are solved.
- Match grid to smoke didn’t work sometimes.
Regards,
Kresimir
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| Foam doesn't take effect |
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Posted by: bernhard - 04-27-2007, 03:32 PM - Forum: DreamScape
- Replies (2)
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Hello friends !
I've created a very simple scene, where I wuold like to have a foam on my sea surface, like I could see it in the video tutorial and I've followed step by step.
I have no clue why, but it doesn't work.
The foam is not to see on my sear surface.
Here a snapshot:
![[Image: foam.jpg]](http://www.bernhardrieder.com/ask/foam.jpg)
Here is the scene file to download:
http://www.bernhardrieder.com/ask/foam.max
What I am doing wrong ?
thank you for every little help,
bernhard
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| efficiency of object sources and collisions? |
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Posted by: joconnell - 04-26-2007, 01:37 PM - Forum: FumeFX [max]
- Replies (3)
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Hi Folks,
Using fairly good sim settings I can get really nice sim results using simple sources and just the blocking controls on the fume grid but when I start using objects sources and object collisions I get quite steppy results and far slower sims. I'm working on a lot of avalanche stuff that has to integrate into live action footage so it has to integrate and interact with the ground and any objects that it comes into contact with. I was wondering in terms of sim speed and quality, does the level of poly detail of the collision objects or object based emitters make a huge difference to a fume sim? Or is it a case of the object being broken down into voxels regardless of its topology? Would I be better off with really simple poly layouts for my objects or will fume do its own voxel subdivision around the object relative to the size of the ffx grid?
Also with particle sources I get quite dotty results - in terms of particle and fume substeps what level would I need to go to to match the smoothness of using a simple fume emitter? I know it depends on how quickly the particles are moving but I've had nice results with fast moving simple sources with no substeps at all - is it more to do with the particles radius controls being like the volume of the simple source?
Cheers!
John
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| boat problem |
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Posted by: bernhard - 04-25-2007, 07:54 PM - Forum: DreamScape
- Replies (12)
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Hello friends !
I do have a scene file where a hull of a boat drives along the sea.
I works fine with my first boat I've used, but for some reason with my second boat it will not work.
Here is the animation, see the problem:
http://www.bernhardrieder.com/ask/boat.avi
The second boat is always sinking.
The second boat is a little bit smaller, I had to scale down the boat a little bit, to fit the my original size.
I use the same settings like I did for my first boat, but now I don't know how I can fix that problem.
Can someone help me out here ?
Oh yes, I've used Dreamscape SeaSurface, Dymaics and the Engine.
Here is the scene file to download:
http://www.bernhardrieder.com/ask/boat.zip
it's max9.
thank you so much for every little help,
bernhard
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