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FumeFX 7.5 [Maya] update
Forum: Announcements
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10-05-2026, 08:44 AM
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FumeFX 7.6 [max] update
Forum: Announcements
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08-05-2026, 01:10 PM
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
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FumeFX 7.0 GPU for Maya R...
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03-25-2026, 09:58 AM
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
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FumeFX 7.5 GPU for 3ds ma...
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Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
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  FumeFX Demo
Posted by: Robert Sundin - 02-25-2007, 09:32 PM - Forum: FumeFX [max] - Replies (3)

Hi everyone!

I noticed that in my "files" section on my members account I have two different files that seems to be installation files for a FumeFX demo. This sounds really cool, but nothing actually happens when I click the links, except they open up empty windows...
Is there actually a demo version? Can I download it? Are the links broken or...?

Regards

Robert Sundin


  2 "How to" questions
Posted by: s0nkite - 02-22-2007, 08:17 PM - Forum: FumeFX [max] - Replies (5)

hi first of all,

I want to ask how can i get nice quality flames with fumeFX i mean my renders are like when setting 10 spepsize in afterburn, i have set 500 iterations 10 quality and 5 sim steps but it remains with some lines you know.
In your samples of fumeFX in the frontpage has awsome quality!!
how can i fix that

and 2nd, in the Ghost raider movie dunno if you have see it it has some awsome flames how you can do so detailed flames from fumeFX?
thanx :oops:


  Evenly lit sky?
Posted by: jaredboehm - 02-22-2007, 03:54 AM - Forum: DreamScape - Replies (4)

I'm starting to get the hang of the Dreamscape sky, but I can't for the life of me figure out how to get an evenly lit sky out of the thing. All of my skies go from blue at the horizon and around the sun to practically black when looking straight up. This is a HUGE problem as I have objects in my scene which need to be reflecting something other than black (i.e. a blue sky). I've got my clouds looking the way I want, but this darkness issue is a big one.

The skies on this web page http://www.schloerb.com/Dreamscape2/ are somehow evenly lit but I have no idea how he has accomplished this.

Can someone please steer me in the right direction or provide a MAX file that contains something that is lit evenly?


  Script:UI customization
Posted by: jrand - 02-22-2007, 02:11 AM - Forum: FumeFX [max] - Replies (17)

It would be absolutely fantastic to be able to access fumefx through the customize dialog (ffx dynamics is there why not fume itself). It would be nice to be able to build a floater or add tooldbar buttons with all the fumefx objects (ie sim grid, emitters, ect.), would certainly speed up repetitive tasks.

Thanks,
John


  Negative Timeline
Posted by: Mark Theriault - 02-21-2007, 04:18 PM - Forum: FumeFX [max] - Replies (3)

I rendered some preroll on a negative time line and my smoke isn't wanting to line up. Is a negative timeline not allowed or do i need to rename my files?

Mark


  Free Flow
Posted by: JHaywood - 02-19-2007, 07:21 PM - Forum: FumeFX [max] - Replies (4)

I just started using Fume and was wondering what exactly the "Free Flow" does? The help file gives some information, but I don't quite get what it's saying, "Free Flow - If you check this, source parameters will still influence channel values, but the source, itself, will behave just like fluid. As a result, the source’s velocity will not interrupt fluid movement in any way."

Can someone give me a real-world example of the difference between turning this on or leaving it off?


  Does the FumeFX Follow Operator require velocity data?
Posted by: Schloerby - 02-19-2007, 11:40 AM - Forum: FumeFX [max] - Replies (3)

Could it be true that you'd need to have velocity data as well in order to have particles actually follow a fluid's movement?

I can't get particles to move at all, hence I was wondering if I missed something important. The only thing that works is FFX particle birth and the test operator, but no speed.

Cheers!
Johannes


  What's next for FumeFX?
Posted by: macarbon - 02-13-2007, 06:28 PM - Forum: FumeFX [max] - Replies (6)

Hi,

I'm wondering what is next for FumeFX.
You say that Mental Ray support is not a priority so what is?

I guess getting AB and FumeFX to work hand in hand in all situation could be considered top priority.

Any chance of porting FumeFX to Softimage|XSI? They are now very opened for other rendering possibilites as well.(meaning not only Mental Ray)

Thank you


  Upwards Burn
Posted by: Grizvon - 02-12-2007, 02:44 AM - Forum: FumeFX [max] - Replies (5)

Greetings!

Does anyone know of a way to create fire that slowly burns up a source object, without having the source object start out completely on fire?

Any advice would be greatly appreciated.


  Mental Ray and Fume
Posted by: bnailwedge - 02-10-2007, 10:41 PM - Forum: FumeFX [max] - Replies (7)

I seem to be having a tough time rendering with Mental Ray. I did some searching on this forum and it looks like Mental RAy is NOT supported, but that it was in the work queue to resolve that or not that important. Some of the posts stating this were much older. So I am guessing that Mental Ray will be supported soon?

If it already is supported, then how do I keep this error from happening?

"MSG 0.0 error: Atmospheric "FusionWorks Renderer" is not supported."

Thanks in advance!