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| Latest Threads |
FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
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» Views: 163
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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: 360
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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
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 607
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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: 406
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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: 465
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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: 642
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 802
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 651
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FumeFX 7.0 for 3ds max Re...
Forum: Announcements
Last Post: Kresimir Tkalcec
08-19-2025, 05:16 AM
» Replies: 0
» Views: 1,876
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| DST File Format creating |
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Posted by: Paul Buckland - 10-25-2006, 05:17 PM - Forum: DreamScape
- Replies (4)
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I just purchased Dreamscape 2.5 so I once again am a newbie :-)
I see from the Terra Editor that the dst file format seems to be a grey scale Z reference where white is the highest point and black the lowest.
I create very accurate terrain from huge x,y,z (lidar) point clouds.
In order to edit them I capture a 16 bit version of the zbuffer and save it out in a 16bit png file and then use this to displace simple but huge poly plane. This gives me lots of control over "cut" and "Fill" land alterations.
Since Dreamscape doesnt import xyz ascii point clouds is there any way to create a dst file from my png's? That way I could use the Terrain editor.
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| latest builds |
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Posted by: aldred2 - 10-25-2006, 12:11 PM - Forum: AfterBurn
- Replies (3)
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Hi
Can someone tell me what the latest builds of Afterburn 3.2 and Dreamscape 2.5 (for max8) are please?
Thanks
Mark
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| Dreamscape Seabump artifacts in distance |
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Posted by: Steve Green - 10-13-2006, 02:43 PM - Forum: DreamScape
- Replies (3)
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Hi,
is there any foolproof method of getting rid of the vertical bars that DS Seabump tends to create?
I've tried filtering, falloff maps with the map in the distance using larger values, but I'm having to use other procedural maps instead as the lines are too distracting.
Thanks,
Steve
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| sea material not updating between renders |
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Posted by: mcvltd - 10-11-2006, 06:01 PM - Forum: DreamScape
- Replies (8)
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I'm running max8 sp3, dreamscape 2.5b and vray1.47.03 - and am having problems when tweeking the values of the sea material and the sub-surface settings.
It seems to be ok for the first couple of renders (or so) then after that it doesn't seem to want to update - even if I go to extremes on the settings.
My only way around this so far is to apply a vray material to the sea surface and use the ground colour in dreamscape to give me my sub-surface colouring. But I'm guessing this isn't the best way to use dreamscape!
Anyone else have these problems?
Here's an example of my current renders using the vray matl- note the lack of volumetric shadows in the water
![[Image: mcv-dufarr-585.jpg]](http://www.mcv3d.co.uk/doww/vray/mcv-dufarr-585.jpg)
Thanks, Rob.
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| New Features |
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Posted by: hometime - 09-19-2006, 06:44 PM - Forum: DreamScape
- Replies (29)
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For a look at some of the competition go to:
http://www.e-onsoftware.com/products/vue/vue_6/
and check out the presentation video.
Some real nice sun through clouds and the ending segment has some good cloud fly through.
Any possibility of having this type of sun through the clouds effect in Dreamscape?
The sun object is also quite nice to look at.
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| :?: Fume FX |
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Posted by: jrand - 09-16-2006, 09:30 PM - Forum: AfterBurn
- Replies (3)
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Sorry to list this here but no Fume FX forum yet
Great new plugin! Looks very promising.
1 question that has been lingering on my mind.
Will it be possible to emulate fluids with FumeFX?
Thanks,
John
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| Any way to get displacement working with Seasurface? |
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Posted by: Steve Green - 09-16-2006, 07:34 PM - Forum: DreamScape
- Replies (3)
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Hi,
I've been trying to find a way to get displacement working with Seasurface.
A modifier is out, because of the random crashiness that happens with modifiers on the Seasurface object.
I wondered if I could use a blend material and stick a displacement map in that slot to distort the mesh to reduce obvious geometry tiling, but it just seems to ignore it.
I've also tried the Brazil Utility material which allows for a separate displacement map, but that just crashes Max.
Has anyone managed to get this to work?
Otherwise, it would be useful just to have a displacement slot in the Seamaterial itself, if not a fix for the modifier problem.
Thanks,
Steve
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| Foam map calculation, small wish |
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Posted by: Steve Green - 09-16-2006, 10:39 AM - Forum: DreamScape
- Replies (4)
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Hi,
would it be possible to have calculation for foam maps to work before frame 0?
I.e. it would calculate a run-in so that the foam is fully formed on frame 0, rather than having to use frames 0-100 (for example).
Thanks,
Steve
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