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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 156
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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: 545
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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: 850
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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: 581
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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: 995
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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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| looping trouble |
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Posted by: aldred2 - 01-12-2007, 04:09 PM - Forum: AfterBurn
- Replies (6)
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Hi
I have a PFlow loop set up and Afterburn applied. I'm not animating any of the parameters or using AFCs. When I scrub the full, shape or noise previews, the image remains the same throughout. But when I render, I find that the noise pattern is different in frames that should be identical.
Is this expected? Is is impossible to loop Afterburn? Or is there something I may have missed?
Thanks
Mark
PS I've tried a default Afterburn system with the same results. I've also tried a stationary Pflow loop (two instanced PFlow systems end-to-end), but this gives exactly the same incorrect results.
PPS Is this a ParticleID problem? Will it work if I repeat the ParticleID with the loop?
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| Some options are not clear for me... |
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Posted by: ddiener - 01-12-2007, 01:37 PM - Forum: FumeFX [max]
- Replies (7)
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Hi,
i have some questions related to some settings in the FumeFX-UI (Mainfloater). I didn´t find about them in the Reference, or i could not understand 
1) In the Obj/Src-Tab "Source Area Blur" what is this ? How affects it Simulation/Rendering ?
In the Simulation-Tab:
2) "Advection Stride", how does it work in Detail ? Is it what i think: Voxel A has a velocity V, its neighbour-voxel B gets the full velocity V when "Advection Stride"=1.
Voxel B gets V/2, whe "Advection Stride" is 0.5 ?
3)"Buoyancy" affects, how fast Smoke/Fire rises with hot-temperatures, Right ?
But when, for example, a collision-object moves trough Smoke, does "Buoyancy" affect how intensive the Smoke/Fire gets influenced by the speed/movemen of the collision-object ?
Or is it only related to temperature ?
4) -> Smoke and Temerature.
The "Dissipation Min. Dens." and "Dissipation Stength"-options. I know, it has to do with "how fast Moke/Temp goes to zero, fades out". But how affect the two option the Simulation in Detail ? My thought is, a Voxel with less Smoke than "Dissipation Min. Dens" gets wiped out of Smoke, something like a "soft cut-off".
"Dissipation Stength" tells how fast Smoke/Temp goes down in general. Am i right here ?
Thank you for answers.
edit:
Can no one answer that ?
well, i have an additional question (this one goes directly to kesimir (i hope it´s ok to call you so, in my mind you a something like hero.. ..))
It´s about multithreadig: imagine someone owns a high-end-computer with 4 quad-core-cpus -> means a 16-core-system. Is FumeFX able to use all the cores for a simulation ? l
Dominik
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| Dreamscape sea reflections clamping HDR sky |
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Posted by: jon rennie - 01-12-2007, 10:16 AM - Forum: DreamScape
- Replies (2)
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Hi,
We've just starting using Dreamscape Sea for an FX project and need to use a custom, photographic sky instead of the Dreamscape-generated one. We've got an HDR image in the environment map slot but the reflections on the sea clamp the overbright colours to white and then darken them down, making the sea look dull and grey. Can you confirm whether Dreamscape uses HDR internally? Also, it's a shame there isn't a custom sky slot in the effect itself.
Thanks,
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| AfterBurn 3.2a and DreamScape 2.5 for 3ds Max 9 |
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Posted by: sitnisati - 01-11-2007, 05:02 PM - Forum: Announcements
- Replies (1)
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Dear AfterBurn and DreamScape users,
Because of technical problems involved with bringing installations of Autodesk Certified plug-ins for 3ds Max 9, which resulted in prolonged delay, we at Sitni Sati have decided to release our own installers.
Content of those installers is identical to the ones that will be released through TurboSquid.
AfterBurn installers are already available from our members area and DreamScape installers will be available on Friday.
We apologize for any inconvenience.
Regards,
Kresimir Tkalcec
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| Any way to colour smoke based on velocity? |
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Posted by: joconnell - 01-11-2007, 01:47 PM - Forum: FumeFX [max]
- Replies (2)
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As in have fast moving smoke be white and static smoke be black with levels of grey in the middle? It'd be great for making mattes of just the interacting bits of the sim. Admittedly the stuff i'm doing at the moment isn't a typical job so I'll be asking for some kind of odd stuff
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| Animating the grid of camera culling? |
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Posted by: joconnell - 01-11-2007, 11:35 AM - Forum: FumeFX [max]
- Replies (6)
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Hi folks,
I'm working on quite long fume grids at the moment where I have a person running through shot so it needs a long fume grid to fit - I also have a panning camera that follows the person - is it okay to animate a fume grid over time or is there any way to cut off calculations of things that are going out of shot so I can speed up sims?
Cheers!
John
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| Some ideas |
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Posted by: Guest - 01-11-2007, 11:25 AM - Forum: FumeFX [max]
- Replies (11)
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Hello
I had a few thoughts on a few things.
Firstly, seeing the simulation when you do a preview. Doesnt seem to work. Would be nice to see that as I need to time it an animation.
Maybe exporting the active preview window, as JPG's or somehting would be a good idea.
Not sure what the plan for future development is, but there are some great features in Maya Fluids that would be nice to impliment.
Filling the container from the off, great for clouds, and dispersion/mixing sims. Also can utilize gradients and the like
Lastly is the a shaded viewport view, to get an idea of the sim.
any who. just some ramblings.
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| transferring a dreamscape license? |
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Posted by: Largo39 - 01-10-2007, 05:41 PM - Forum: DreamScape
- Replies (3)
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I was wondering if someone could point me in the right direction or how to tell me how to transfer a dreamscape license to another comp and version of max. i havent been able to find any info about it.
thanks
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