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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: 853
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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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| Water |
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Posted by: phloog - 03-19-2007, 07:24 PM - Forum: AfterBurn
- Replies (2)
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Own Dreamscape and FumeFx - one does the sea, the other does fluid flame. In the description on the homepage of Afterburn, it mentions 'water'...realizing I can't get the same functionality as RealFlow, can someone point me to examples/tutorials where someone used Afterburn (or FFX) to generate some form of water...just curious.
Thanks,
JT
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| Preview window Background |
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Posted by: jrand - 03-19-2007, 03:56 PM - Forum: FumeFX [max]
- Replies (4)
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Is it or could it be possible to change the background of the preview window, maybe allow the map channel. Would be great to be able to switch on a checkerboard background, for instance. It would make it a lot easier to judge the opacity/colors of the sim.
Anyone else's opinion?
-John
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| Subsurface does not appear on netrendered images |
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Posted by: stig atle - 03-19-2007, 11:05 AM - Forum: DreamScape
- Replies (2)
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As topic says: The subsurface effect does not appear on the images i render when i send it for netrendering.
But it does appear when i render locally.
this is how i installed:
Fresh install of 3dsmax9 X64.
copied the afterworks folder, and also:
Copied the file tsregisternow.dll from max root.
This is how i got told to do it when i emailed about how to install.
placed these files in right dir on renderserver, then i updated the plugin.ini so that it would find the afterworks dir etc.
Send a image for rendering, (looks good when i render locally), all other effects work (water texture, foam, sky, sun) but not the Subsurface effect.
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| Maybe a way to move the FFXGrid... |
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Posted by: milwatt - 03-15-2007, 05:31 PM - Forum: FumeFX [max]
- Replies (5)
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I was thinking to find a way to move the FFXgrid.
C'an't it be possible to balance the movement of the grid by an inverse force.
For exemple if I translate the FFXgrid on X axis from frame 0 to 10, maybe during the sim FumeFX automaticaly calculate the distance frame by frame and apply an inverse force to the voxels for compensation.
Would that (or something like that) be possible in a future version ? :?:
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| Multi-Threading Could someone please explain this... |
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Posted by: jrand - 03-12-2007, 10:15 PM - Forum: FumeFX [max]
- Replies (17)
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Superhypersam brought this up,( I am beginning to think I missed something) and of course being a curious little monkey that I am, did a quick test...
single grid, object source emitter, 20 frames:
All Available checked (4 cores): 01:40
4 threads: 01:41
3 threads: 01:22
2 threads: 01:12
1 thread: 00:44
interesting... Why are my sim times so much faster when only using one core? How is the processing done? Kind of strange that the sim calculates in almost a minute faster using only one thread.
Could someone please enlighten me?
Obviously I haven't tried it one a more complex scene yet to see if there is any difference (would take a few nights me thinks) but anyway any explanations would be greatly appreciated.
-John
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| Demo |
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Posted by: phloog - 03-11-2007, 04:38 AM - Forum: FumeFX [max]
- Replies (12)
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I wasn't successful in finding anything on this here, so...
I downloaded the demo, and am following the files perfectly, I believe, but nothing happens...no smoke, no fire. I know the demo was supposed to prohibit saving, but I can't believe the demo was meant to prohibit actually seeing the product in action. The preview windows are black, and the render only shows the objects...no FumeFX. I'm on Max 9 32bit, and I believe I'm following the directions. The only odd thing I can find is that my computer calls the object sources Demons, which isn't the text in the tutorial/help file.
I can't really give great info at this point, because I think I am doing exactly what the tutorial says. Is there a download of the COMPLETED tutorial, just so I can check that it's not something odd about my computer/Max?
Thanks,
JT
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| Grouped Objects |
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Posted by: jrand - 03-08-2007, 06:34 PM - Forum: FumeFX [max]
- Replies (5)
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I am having a small problem.
I have a reactor simulation with a fragmented object. When the object impacts the collision surface I would like flaming fragments. I have succeeded using pflow but...I was wondering if it was possible to used grouped objects with the object source emitter.
When I go to add the object source it will only select one fragment of the group object. Is there a workaround for this or do I have to try and add an object source for every fragment?
Thanks,
John
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| Afterburn & PFlow spawn |
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Posted by: liberator - 03-06-2007, 07:22 PM - Forum: AfterBurn
- Replies (3)
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Hi All,
I'm having a bit of trouble trying to get Afterburn to work with spawned Particle Flow particles.
I've set up my flow so that (for example) over 100 frames it generates 10 particles. Each of these particles then spawns a trail which I want to be an Afterburn smoke trail. The trouble is, Afterburn treats each individual spawned particle as a separate emitter, rather than as part of a trail.
Below is an image which I hope helps explain my problem. On the left is my desired result, on the right, what I'm getting now:
![[Image: ab.jpg]](http://www.furious-productions.co.uk/ab.jpg)
Does Afterburn even work with spawned particles? If not, I'll try and find another solution to my problem.
Or am I just missing something obvious? :lol:
Any help much appreciated.
All the best,
Andy D
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| waves\foam, some questions |
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Posted by: stig atle - 03-06-2007, 06:40 AM - Forum: DreamScape
- Replies (6)
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Hello, first i want to introduce my self.
My name is Stig Atle Steffensen.
i work for National Oilwell varco, as design engineer.
We recently bought dreamscape to help cut down the time we use on making good waterscapes etc, and to up the quality of our work.
I've been testing for some days now, and i must say i really like working with this plugin.
but there are a few things i cant figure out..
We make oilrigs in 3d, and put them in the sea, what would be nice, was if the foam would be made automaticly around the legs of the platform,
and i also thought i could make the waves hit it, and then the waves would act as if they went back aswell, because of the force.
The platforms themselves are rigid..
I looked around on the forum, found a post of someone asking about how to make the waves bounce when they hit a pier, the answe was that that cant be done with the "normal waves", only the wakes created by other objects does this.. is there no work-around for this issue?
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