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  A example for 3ds max Arnold FumeFXShader?
Posted by: fman3d - 10-23-2019, 02:45 PM - Forum: FumeFX [max] - Replies (2)

Hello,

I am a new user of fumefx. When I use the Arnoldrenderer the shader "FumeFXShader" appears in the material editor.
How to use it? Or is it just an auxiliary shader for internal functions?
And if not, is there an example of how to use it?

Many thanks for your effort

Fman3D

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  How to add an object to ObjectSource with MaxScript?
Posted by: LuisT - 10-06-2019, 11:44 AM - Forum: FumeFX [max] - Replies (3)

I can't figure out how to add an object to source with MaxScript.

I don't know how to use this line from docs: AddObject node

Can someone show me a good example how you can type it into a script?

true.AddObject.$rock_07 node I've been trying it like this without success

thanks in advance


  Expresso - FumeFXfollow
Posted by: Lothar1952 - 09-26-2019, 04:38 PM - Forum: FumeFX [C4D] - Replies (1)

not sure if this is correct behaviour.
Succed now to have TP advected, however part of them is stuck in the grid, but some are leaving.
Ok, there is a delete on leaving grid switch - which works fine btw, but puzzles me that some can leave and some are caught.
From my understanding either all should be able to leave , just like acellerated by FUmeFXfollow - and if you don´t like that you can kill them by switch, or all should be caught as sim particles are ...
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and just another question - I could use lights as well instead of platonic, but didn´t find a way to add these lights to fumefx illumination. TP group is not accepted and particle geometry object is accepted but does not illuminate ...


  Beta5 - Spline follow
Posted by: Lothar1952 - 09-25-2019, 10:04 AM - Forum: FumeFX [C4D] - Replies (3)

Spline follow is absolutely broken for me, no indication of parameters set to be seen in viewport and simulation does not care at all
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  2020?
Posted by: shawnolson - 09-23-2019, 09:32 PM - Forum: DreamScape - Replies (6)

Shall we see a Dreamscape (and Afterburn) compile for Max 2020? Would love to get these back into the toolkit! Smile


  Void problem
Posted by: GeordiePigeonOwner - 09-20-2019, 11:59 AM - Forum: FumeFX [C4D] - Replies (3)

I have a rocket flying upward. I have made a void object a child of the rocket so it moveswith it.

the void 'appears' to move with the rocket in the view port however when you run the simulation it stops simulating anything once the grid is out side the original diameter of the the void.


  maxscript access to smoke color gradient
Posted by: finalight - 09-17-2019, 06:44 AM - Forum: FumeFX [max] - Replies (5)

This might be an old topic however a search didn't turn up an answer..

I use RPManager to access multiple fumefx boxes to control various params, etc. - that probably didn't need to be mentioned. It's really a maxscript question - I can't seem to get access to change the smoke color via maxscript. I see a function called standard.smoke_color_gradient however the value only says 'reftarg' and I was expecting an RGB value or perhaps 'integer/rgb' pairs if key mode is turned on for the smoke gradient. How might I control the smoke color? I have dozens of smoke sims I'd like to vary the smoke value/hues for, and maxscript would save a ton of time.

Thanks!


  FumeFX 5.0 beta 5
Posted by: sitnisati - 09-13-2019, 12:14 PM - Forum: FumeFX [C4D] - Replies (39)

Welcome to the FumeFX 5.0 for Cinema 4D beta progam.

FumeFX 5.0 beta has no restrictions or limitations, however the license is limited to 30 days.
If beta will run for more than 30 days, we will extend license only to active beta testers.

Beta 5 installers for Cinema 4D 18,19 and 20 (Windows) can be downloaded from: http://bit.ly/2kIOUnu

Please make sure that you point installer to the Cinema 4D install folder so that plugins will be placed to correct location.

FumeFX 5 for Cinema 4D Beta5 bug fixes and changes :

- Field modifier
When particle modifier with field is applied to FumeFX grid, voxels which are outside of the field range are not calculated correctly.
Forum topic: Beta2 Windproblem
https://www.afterworks.com/SupportForum ... =18&t=2062

- Infinite (distant) light
When Rendering FumeFX grid with infinite (distant) light, illuminations was not calculated correctly. There was sudden light change when light object enters/exits FumeFX bbox.
Forum topic: fume warps
https://www.afterworks.com/SupportForum ... =18&t=2072

- Deformers are not always applied to FumeFX grid
When deformers are placed above FumeFX grid (as parents) they are not applied to grid and they should be.
Now fixed.
Forum topic: fume warps
https://www.afterworks.com/SupportForum ... =18&t=2072

- FumeFX Follow node is not working when velocity channel is not exported in simulation. In this case FumeFX Follow will delete all particles in system.
Forum topic: Fume FX Expresso Fumefx follow
https://www.afterworks.com/SupportForum ... =18&t=2085

- FumeFX Spline Follow does not work on animated splines
Now SF should work with animated BSpline however it still does not support linear spline or spline without CVs.
Forum topic: Deformed Spline https://www.afterworks.com/SupportForum ... =18&t=2079

- Arnold export scale
C4D project scale is ok, but when exporting FumeFX to Arnold, TM matrix requires to be scaled with Arnold export scale (now it is fixed).
Fire render intensity, and other FumeFX parameters are still not scaled with C4D and Arnold scale parameters (only FumeFX grid TM matrix is).

- Forum topic: Scene Scale https://www.afterworks.com/SupportForum ... =18&t=2069

- C4DtoA 2.6.0, Arnold core 5.4.0.0


When you submit a bug report please include:
- Cinema 4D version
- Windows version
- Processor type
- Graphic card model and driver version
- C4D scene
- steps to reproduce

We're looking forward to receive bug reports, feature requests and to see the work you'll create with FumeFX.
Feel free to share your work on the web, but we would be thankful if you can share it here as well.

if your license has expired, please email us your UserID from auth dialog and forum username to support@afterworks.com

Feel free create a new post for each of the issues you find.

Best regards,
Kresimir Tkalcec


  Vray Next crash; maybe Chaos to deal with
Posted by: finalight - 09-12-2019, 12:06 AM - Forum: FumeFX [max] - Replies (3)

This may or may not be something for Afterworks to look into, however thought I'd post it.

Vray Next crashes rendering Fume fxd caches (v4 or v5) or Afterburn. Chaos suggests users fallback (free and included) to Vray 3.7. If not in your downloads, ping them.

Workaround - for me currently - simming (or converting) to VolGrid for Vray 4 rendering (haven't installed 3.7 yet). Otherwise Scanline rendering works fine for both Fume caches or AB.

Specifically, Vray Next is throwing a crash window with code when rendering the standard Fume .fxd cache. Seems to be working ok on VolGrid, though I do miss some of the shader look that VolGrid doesn't quite provide, that FumeFX does. Chaos states they are in contact with your team about the error.

Specs:
3ds max 2019
Fume4 or 5
AB 4.2.3
Win7
192GB


  fumefx 5 "saving cache data failed"
Posted by: finalight - 09-04-2019, 12:46 AM - Forum: FumeFX [max] - Replies (5)

Hi Kresimir,

Doing massive explosion sims and trying to do a WT pass (no retime, omit velocity) but always around the same frame when the stop/continue data needs to save a ~29GB .fdc file, it halts the sim and throws the error. Have plenty of drive space available and another 90GB of ram to spare. Are there any limits like this? Thx.

Best,
Brian