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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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| What to do when you run out of memory |
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Posted by: ddustin - 01-26-2007, 12:07 AM - Forum: FumeFX [max]
- Replies (16)
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We do vehicle crashes for the legal community.
I am working on a test where the FumeFX grid is 6500" x 1500" (165 meters x 38 meters) in size.
We keep running out of memory trying to simulate in an environment this large.
Is there a way to cheat on the size of the effect zone?
the camera can only see a limited area anyway.
Can we move the fume FX grid with the vehicle to keep the area smaller?
Thanks,
david
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| RapidRay.cpp Error Line 316 |
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Posted by: daveox - 01-25-2007, 07:15 PM - Forum: AfterBurn
- Replies (2)
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I'm trying to render particles to look like water droplets and max 8.3 crashes with the error "RapidRay.cpp Line 316". I have tried many different values in the RapidRay setup to no avail.
Also, whenever I turn on the viewport display in the AfterBurn effects rollout AND hide the particle emitters and do a test rendering, everything looks great for one frame. But then if I try rendering the animation (with the particles still hidden) I get the water droplets in EVERY frame frozen in space.
The crash happens with the scanline renderer or finalRender. Help! Deadline looms (of course...).
-Dave
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| FumeFX Network Render Problems |
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Posted by: millerk - 01-25-2007, 03:53 AM - Forum: FumeFX [max]
- Replies (10)
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Hello,
We're having some problems with network rendering FumeFX...
1 - The major issue right now is that there are several frames where the fume system does not advance between frames. In other words, two frames in a sequence look identical, as if some machines are randomly reading the cache file from the wrong frame (but not from a frame that that specific machine has rendered). Then in the same sequence, those same machines will render other frames just fine, so it's a very random error, but it happens consistently with every render we submit.
2 - We are also getting several frames where the fume does not render (the frames are black). I have not tried to troubleshoot that problem yet, so I don't have any specific information about that.
3 - And the last problem is that we are getting some flickering with the lighting (shadows maybe) on the fume atmospherics. In one case, this was fixed by unchecking "read/write illumination map to disk." In another case, it seemed to be caused by having more than one fume system in the scene. Rendering the systems separately got rid of the flickering. But clearly we have some cases where we will need to be able to render two fume systems together, so they will blend correctly.
Any ideas?
Thanks.
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| fumefx and particleflow move on a spline |
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Posted by: chris - 01-24-2007, 03:33 PM - Forum: FumeFX [max]
- Replies (10)
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Hello
I'm trying to create smoke that is going on a animated path (smoke is kind of living creatures) How i could do that?
I made some test and smoke is looking good but not going on a path or, particles nice going on path however smoke looks really bad.
Does anybody have idea how to achive this effect, any exaples?
I will appreciate for any help.
best
Chris
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| Dreamscape 2.5 and Archvision RPC |
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Posted by: ejmstudios - 01-24-2007, 03:12 PM - Forum: DreamScape
- Replies (2)
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Has anyone had any experience with using RPC's with Dreamscape?
I have a problem with the alpha map "ghosting" around a tree or people,etc.
I think it is the Dreamscape light. The Archvision people say that Raytracing has to be used with their plugin. I'm not sure the Dreamscape plugin is using true raytracing or some enhanced variety. Any ideas?
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| Adding channels after the simulation... |
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Posted by: milwatt - 01-24-2007, 01:42 PM - Forum: FumeFX [max]
- Replies (5)
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Hi,
I'm working on several 2k shots, and memory is a real problem.
I realized that completing a simulation with just fire (no velocity, no smoke, no fluid mapping) was less greedy in memory, as said in the help.
So I'm able to get a more accurred grid for my fire simulation.
But when my simulation is in the cache, if I want to add fluid mapping for example, it woud be very handy if FumeFx could only solve the fluid mapping based on the cached file instead of recompute every channel.
Is that conceivable ?
Can we imagine some kind of layered simulation, adding all needed channels one after another ?
Oops, I wanted to add this topic to the wish list post... :oops:
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| Max9 AB Error |
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Posted by: jrand - 01-23-2007, 08:26 PM - Forum: AfterBurn
- Replies (23)
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I thought it was localized to one machine but unfortunately it has happened on three different machines.
The error reads
![[Image: aberror9gu.png]](http://img65.imageshack.us/img65/742/aberror9gu.png)
I have gotten this error in multiple projects and always at rendertime with scanline and vray. In simple and medium complexity scenes. The error arrives when either the bucket or scanline begins to cross the particle source.
Any Ideas?
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| Fume and Afterburn |
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Posted by: Bandu - 01-23-2007, 01:22 AM - Forum: FumeFX [max]
- Replies (2)
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Hi all,
I wonder if I render FumeFX with Afterburn together. It seems they dont mixing but overlapping.
How can I mix them both volume shaders together?
Can FumeFx render engine render Afterburn ?
thx
Bandu
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