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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: 162
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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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» Views: 359
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
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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» Views: 606
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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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» Views: 406
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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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» 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: 801
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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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| fume5 backburner sim not working |
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Posted by: finalight - 08-24-2019, 07:36 AM - Forum: FumeFX [max]
- Replies (4)
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Submitted to farm - single machine. Button is enabled - also confirm via maxscript via RPmanager. Skips bb simming and just starts rendering. Please advise. Thx.
3ds max 2019.2
fume 5.04
win 7 x64
192gb ram
Sims fine locally
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| Fume5 gpu previews are jittery |
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Posted by: finalight - 08-24-2019, 02:13 AM - Forum: FumeFX [max]
- Replies (4)
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I'm coming off of using Fume4 and getting into use of v5 and there are issues making clean previews since GPU is now my only option. Issues are:
--Jittery sim preview frames (even on quality 5). Fume4 preview was clean. In v5, the sim darts madly back and forth and it plays back, like it's trying to decide what viewport pixel to be on.
--As sim propogates, it reveals other geometry visible in the viewport, like wireframe data. I've tried hiding everything while only having geometry visible but even the sim box outline starts to do a 'reveal' as the sim extents grow. It's distracting to use the previews with these artifacts visible. Again v4 was clean. Only fire/smoke voxels were seen and nothing else.
Can't make use of breakoff viewport, since that's only in 3ds2020, so am looking for a solution for 3ds2019.
Thanks!
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| sim run/stop button should not be the same button |
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Posted by: finalight - 08-24-2019, 01:58 AM - Forum: FumeFX [max]
- Replies (1)
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I've destroyed a lot of sim time accidentally clicking the 'stop' button twice and having a sim start over. This should really be 2 separate buttons - like the older v4 style. Expounding..
You want to stop a sim but the machine resources are tied up during one of the sim processes - so you click stop - you see no message in the sim window - so you keep clicking until you can 'squeeze' a stop command in there. Blam, it caught it 2x and your sim starts over, blowing away your continue data :/ Sure I can set it to save snapshots, but sometimes those are very large and not needed.
Please make this 2 separate buttons like it used to be. Or add an 'are you sure', though I'd prefer the former. I know there's a read-only button, but that doesn't resolve this issue during the RnD phase because you'll have that off while you're tweaking a sim and overwriting it.
Thoughts?
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| Distributed simulation like a using Backburner. |
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Posted by: kotsutsumi - 08-21-2019, 11:46 PM - Forum: FumeFX [C4D]
- Replies (1)
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Hi, I tried FumeFX5 for C4D now.
I could work FumeFX5 for C4D in C4D R20.
So, I guess one question, FumeFX5 for C4D have Distributed simulation like a using Backburner? or not yet?
Could you tell me, this information!
I am looking forward to the official release!
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| Fume FX Expresso Fumefx follow |
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Posted by: Lothar1952 - 08-20-2019, 03:31 PM - Forum: FumeFX [C4D]
- Replies (3)
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FumeFX follow node kills TP generation.
Just delete fumefx follow node, and you´ll see that TP are generated from the ring as expected.
But just the presence of fume fx follow node stops that generation completely, must not be wired to anything, it just kills all TP generation.
I´d expect from that setup that TP are emitted from ring and then be advected/influenced by Fume simulation ....
[ATTACHMENT NOT FOUND]
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| Control over how smoke colors mix |
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Posted by: cEssex - 08-20-2019, 10:45 AM - Forum: FumeFX [max]
- Replies (5)
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Hello,
I have recently be experimenting with emitting various colors of smoke to create the ink marbling effect. Is there any way to have more control over how the colors mix? I was experimenting with effectors but i didnt see anything that could control the rate of mixing, only the color intensities. I want to slow down the color mix rate a lot so the colors remain relatively separate from each other with only a little bit of mixing later on. I am hoping this will allow me to have more isolated strips of color without it all mixing into one ugly brownish color.
Thanks!
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| FumeFX 5.0.4 Wind not working for me. [SOLVED] |
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Posted by: Intuition77 - 08-17-2019, 11:23 PM - Forum: FumeFX [maya]
- Replies (3)
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I installed the 5.0.4 update to try out the wind.
I added the wind item and see the directional plane. When I align it to the direction I want I never see any effect happening.
I made sure I had the fumeFX grid selected when I added the wind. Similar to how you have to have the grid selected when you add a source.
Any help would be great as I definitely need to blow wind on the fire to get the desired effect. I try using gravity to move it but it doesn't feel correct.
Thanks for any help.
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| Fire Problem |
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Posted by: vfxduo - 08-17-2019, 09:53 PM - Forum: FumeFX [C4D]
- Replies (12)
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Why does Arnold fire look small, The C4d standard renderer looks better and I don't know why, Please fumefx devs explain, I tried to grab everything in this screenshot so you can see the difference between Arnold and c4d standard renderer Btw this is just a fire sim. Thank you.
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| retime w wavelet not animatable |
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Posted by: finalight - 08-14-2019, 08:34 PM - Forum: FumeFX [max]
- Replies (4)
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To be able to both retime and wavelet sim in one pass is a great feature I've been looking forward to so I can slow explosions over time while adding detail, however I'm not able to animate the timescale setting during wavelet simming - also would be nice to have 'frames' option. Can this be implemented? It's not going to be usable as a static value for my purposes. Thanks!
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