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FumeFX 7.5 [Maya] update
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FumeFX 7.5.5 [max] update
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FumeFX 7.0 GPU for Maya R...
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Forum: FumeFX [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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Newbie
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FumeFX 7.1 [max] update
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  click-drag value crash
Posted by: aldred2 - 04-23-2007, 09:56 PM - Forum: AfterBurn - Replies (7)

Is anybody else having trouble click-dragging value box arrows with noise preview switched on? I'm getting certain crashes with all drivers.

Kresimir, here's a file that crashes 100% of the time if I switch on the noise preview and try to click-drag noise High or Low values. Entering a number or just clicking the arrows seems to be ok.

http://www.digikoku.com/download/070424/...sh_001.zip

This is with max9 32bit SP1 PBRev2 on XP2 SP2.

Thanks
Mark


  inconsistent mesh as source
Posted by: smokey - 04-06-2007, 03:28 PM - Forum: FumeFX [max] - Replies (3)

Hi,

I tried to use the mesh of a fluid object as an object source but fumefx tells me that it cannot use this mesh as it is inconsistent.

Is there some way to do a work-around?


  How much Ram on 32 bit System?
Posted by: smokey - 04-05-2007, 02:50 PM - Forum: FumeFX [max] - Replies (7)

Hi,

I´ve heard several times that windows 32bit can only use 2Gb of Ram for a single process. Is this correct?
If yes, does it mean that there will not be a difference for fumefx in enlarging the ram from 3gb to the 4 gb border, when there are already 2 gb free?


  Fume for avalanche?
Posted by: joconnell - 04-04-2007, 03:20 PM - Forum: FumeFX [max] - Replies (2)

Heya Folks!

I have to use fume for an avalanche shot in a commercial so I've been playing with a lot of things in the past while. You seem to get a few different types of avalanches, those with loads of rocks of ice being flung around which are followed by huge amounts of powdery snow and those which are sheets of ice that detach from a mountain and slide down along a mount with a huge plume behind them. It almost looks like fluid along its edge so it's like a continuous white surface. I've tried a few different approaches including realflow, glu and particles to get this and while I've gotten decent results it's nothing conclusive. I was using particles bouncing or sliding down a mountain leaving afterburn trails which worked quite well but I have to get right up close to the leading edge of the avalanche. Since afterburn is birthed via particles and not continuously, it kind of breaks a bit and the effect doesn't build up into a cohesive mass - it does look like isolated puffs of smoke instead of something like this:

[Image: avalnache3.jpg]

What I'm wondering is how to get things that look like this and look good and crisp up close.These videos are a good reference:

http://artbeats.com/products/VNF1/movies/VNF102.mov and http://artbeats.com/products/VNF1/movies/VNF103.mov

Any of the fume stuff I've done has always been roughly man size so I haven't done anything on this scale at all - I'd prefer to use fume or particles with fume from a controlability point of view but still get a good continuous leading edge.

Has anyone done anything along these lines or scale? I'm going over the manuals again and running a good few tests but any pointers would be very much appreciated!

P.s. here's the rubbish ab test - Supposed to be at night time hence the dodgy lighting Wink

http://meltedsnow.net/temp/tp_avalanche_02.mov


  smoke pass only but with fire's lighting
Posted by: milwatt - 04-04-2007, 12:25 PM - Forum: FumeFX [max] - Replies (3)

Hi,

Does anybody knows if there is a way to get a smoke pass only with the smoke lighted by the fire but without the fire's alpha.

Thx.


  Fume follow max particles
Posted by: smokey - 03-31-2007, 11:50 PM - Forum: FumeFX [max] - Replies (5)

Hi guys,

with the fumefx follow operator it´s possible to force 3ds-particles moving the same way as fumefx-particles do.

But is it also possible to reach the opposite? -> force fumefx-particles generated with the particle source really following the way of the 3ds-particles?

Thanks for your brain-power! Big Grin


  Evaluating Dreamscape
Posted by: JHaywood - 03-28-2007, 09:31 PM - Forum: DreamScape - Replies (7)

I'm trying to evaluation Dreamscape for possible purchase and it's really hard to work with in Max 8 because of the bugs in the demo release. Is there any way to get the update for Max 8 so that we can really make sure it's going to work within our pipeline? Either that, or is there a demo version for Max 9 we can try?


  Render to Texture
Posted by: rs3d - 03-26-2007, 08:57 PM - Forum: FumeFX [max] - Replies (2)

The answer is highly probably NO, but maybe there is a something I overlooked...
Is there a way to use Render to Texture on a FFX set?

Thanks in advance, Rob


  Flickering Light in Dreamscape Animation
Posted by: Jean-Claude - 03-21-2007, 02:04 PM - Forum: DreamScape - Replies (7)

I have been hit and miss on rendering an animation that shows sky and the lighting is very erratic. I have had experience with using GI and the calculations are not consistent but I don't know in dreamscape how to get around it. Any suggestions?
Is there a way to calcilate the GI once and use it on every frame? This may also reduce my rendering times Big Grin


  my new R&D reel
Posted by: Bandu - 03-19-2007, 08:18 PM - Forum: FumeFX [max] - Replies (3)

Hello,

I did some R&D last months and finished my reel.
It has not very much to do with FumeFX, well, some sequences are FFX.
Just want to show you...

http://www.b3d.de/mov/reel_rd.mov 50MB 512x288
http://www.b3d.de/mov/reel_rd_1k.mov 80MB 1024x576

some particle sequeces are Rendered In Krakatoa Beta 0.9.12 copyrighted by Frantic Films

regards,

Bandu