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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 157
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 348
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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: 546
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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: 531
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 851
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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: 510
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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: 582
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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: 750
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 996
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 787
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| Camera Motion blur |
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Posted by: Guest - 01-22-2007, 05:54 PM - Forum: FumeFX [max]
- Replies (1)
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How do i add the movement of my camera to image motion blur ? I have all channels enabled, and image motion blur enabled on both my camera and my FFX object, plus motion blur added as a post effect... thanks
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| Spacewarps |
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Posted by: milwatt - 01-22-2007, 02:35 PM - Forum: FumeFX [max]
- Replies (12)
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Hi,
I got an emitter mesh deformed by an animated noise spacewarp. My object is flying in the FFXbox.
The simulation init only when my object reach the center of the FFXbox, instead of the right of the box (where my animation begin). And the voxels aren't on my object, but at the pivot of the FFXbox.
Pointcache and PointcacheWSM does change anything.
If I turn of the noise spacewarp, everything is ok.
Any solution ?
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| Load initial state |
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Posted by: Guest - 01-19-2007, 04:10 PM - Forum: FumeFX [max]
- Replies (5)
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Hi,
Anyone can give me some explanations about the utility of this function.
I have doen a sim from frame 0 to frame 30 (30 fxd).
I have set my cache to another directory, and loaded as initial state the fxd from frame 29.
When I press "Start simulation with loaded initial state", the simulation restart at frame 0 with a new generation of voxel.
I taught that I should see my voxels of the 29th frame from my first simulation in frame 0....
I don't get it.
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| One sea, different wakes |
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Posted by: Anthony - 01-19-2007, 12:25 PM - Forum: DreamScape
- Replies (4)
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Hi people
I'm designing a Harbor with two breakwaters for the harbor entrance. The main usage of a breakwater is of course to break the incoming wakes.
What I would like to see in my animation is the harbor with of course the sea, but with higher wakes outside the harbor and smaller wakes inside so I can clearly show to our clients that wakes are being broken.
Can I do this with one seasurface? Or do I have to creates two different surfaces with different parameters?
Thank you!!!!
Anthony
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| New Features/Suggestions/Wish-List |
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Posted by: ddiener - 01-17-2007, 06:17 PM - Forum: FumeFX [max]
- Replies (11)
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Hi there,
my wish:
-for the "ParticleSource" it would be VERY handy if we/i could specify single Events instead of a whole ParticleFlow-Source.(similar to the BlobMesh-Object !)
(at the moment i´ve tried to send out the wanted particles from a complex system into a new one. This works for rendering very well, but the "ParticleSource" seems to have problems with this way)
Thank you
Dominik
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| FumeFx Particle Source |
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Posted by: milwatt - 01-17-2007, 04:01 PM - Forum: FumeFX [max]
- Replies (3)
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Hi, everyone.
I don't understand this Source. It should be a source acting like an Object Source, no ?
I've tried to create a fire from a Pfsource.
I create a Fume particle source, select it in my FumeBox, I use the Plow cache.
But I can't render anything. To get something displayed, I have to render my particles to get any fire (but this one is "include" in my particles shapes).
I have to put a big radius to have voxels displayed (10m for a 0.1m grid spacing).
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| Quality |
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Posted by: Woody79 - 01-17-2007, 12:55 PM - Forum: FumeFX [max]
- Replies (3)
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Hopefully someone can help me
I have simed with a tight grid, and with quality at 1, and interations at 20, im getting nice swirls and good detail. Now when i turn up the quality to 4 and iterations to 100 for a final sim. The damn fluid doesnt budge in places, and acts completely differently to when it was on quality 1.
Am i doing something wrong? as im finding as i turn up the settings i need to go back and keep increasing the emittion velocity, and the density etc.
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| FumeFx and passes... |
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Posted by: jlamb - 01-16-2007, 06:43 PM - Forum: FumeFX [max]
- Replies (5)
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Hy everyone,
I'm playing with FumeFx for e week and I got several questions.
1- I'm a Vray user, and I would like to know if there is a way to get the velocity pass of the fluid.
2- I'm doing a simulation with a fluid emitting fire from an object.
With the 3dsmax scanline rendering, I canget velocity, Zdepth, etc on a rendered image of 512x389.
Often, at 1536x1167, the velocity and the zdeth passes have a lot of black points (artefacts).
Often at 2048x1556, the two passes are black.
So I can't get image motion blur.
Why ?
3- Does the scene units change the simulation time (inches, centimeters, meters,...)?
I've two or three shots at a 2K image size, and simulations are very, very long to get details. My objetcs is emitting from a map and I plan to emit particles... so any tip to speed up my simulations are welcome.
Thx.
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| AfterBurn Max9 64-bit Installer |
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Posted by: jrand - 01-16-2007, 05:06 PM - Forum: AfterBurn
- Replies (2)
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FYI when I installed Afterburn Max9 x64, the installer could not find the plugin.ini file (I assume because this now resides in the user's local settings folder)
Not really a big deal, workaround is to copy the plugin.ini to the max root, run the installer again and repair, cut and paste back to the max user settings folder or edit manually.
Also the installer points to the 32-bit Max9 installation by default instead of the 64-bit Program files folder.
BTW great job . Many thanks for your hard work, it is greatly appreciated
-John
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