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Forum: FumeFX [max]
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
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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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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
» Replies: 1
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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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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
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» Views: 461
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FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
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| More detail into Seascape surface |
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Posted by: duckyamuck - 08-11-2005, 02:06 AM - Forum: DreamScape
- Replies (2)
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I need to get more detail into the water surface. I have plenty of chop and my grid detail is maxed at 10 and the grid spacing is minned at .1. I have a Seascape Bump in the material, and that is capped at 1.0. But, still there is not enough detail.
I'm thinking that either a) I have to scale my scene and camera up around the sea, or b) scale down the sea within my scene.
Is there a global scale feature (kinda like there is in Afterburn)? If I try and use an XForm modifier, I get the same assertion failure that I get when applying a wave modifier.
Any thought and suggestions?
Thanks
T
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| Deforming a Seascape surface |
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Posted by: duckyamuck - 08-10-2005, 01:17 AM - Forum: DreamScape
- Replies (21)
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I have a really nice, choppy looking sea, and I am putting larger swells into it using a Wave modifier. The surface deforms as predicted, but when I go to render it I get THIS!:
Assertion Error Information:
In file:'osmeval.cpp'
Line:1768
Is this Dreamscape or MAX? I'll post to discreet too.
Please help, its quite frustrating to get what you want in the preview and then not be able to render it.
Todd
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| Afterburn combustion |
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Posted by: Doug Huff - 08-02-2005, 10:36 PM - Forum: AfterBurn
- Replies (3)
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Hello
We are using afterburn combustion with perlin marble for a 3d texture to create a volume inside a sphere gizmo. When there is camera motion the texture appears to be animating. With no camera motion the texture stays still. Is there a way to control this effect?
Thanks in advance
Doug
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| Dreamscape and Brazil |
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Posted by: yaomingtsai - 07-23-2005, 04:35 PM - Forum: DreamScape
- Replies (3)
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HI
I get the following assertion error when rendering a max scene with a DS sun and Brazil light turned on:
In File: 'Explode.CPP'
Line 2371
Splutterfish claims this is not part of their code. Could this be dreamscape? Max crashes after this error occurs.
Thanks
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| dreamscape cloud preview |
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Posted by: yaomingtsai - 07-23-2005, 09:58 AM - Forum: DreamScape
- Replies (5)
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Help,
When I am using the preview window for the clouds with automatic updating, Max7.5 crashes on me. This is consistently reproduced simply by creating a simple scene with sky and clouds - open the preview window and shifting the cloud map on the right hand side - then the software stalls and max crashes.
Thanks
Rich
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| Popping with AB 3.2 and Max 7 |
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Posted by: dlocke - 07-19-2005, 02:46 PM - Forum: AfterBurn
- Replies (5)
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Hi.
I've been getting a weird popping effect with AB and particle flow, even when the step size is very small.
I've read on the Discreet boards that there is an unofficial patch available and I was wondering if it is possible to get this patch. Or will an official patch be released in the near future?
Any help would be appreciated as we are working on a project that requires a lot of AB work.
Thanks in advance.
Darren Locke
Keyframe Digital Productions
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| Can't get Vmap feature to work under max 7 w/AB 3.2 |
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Posted by: wsauls - 07-07-2005, 11:28 PM - Forum: AfterBurn
- Replies (2)
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I turned the noise levels to 0 as suggested in the AB help but it just goes to smooth balls. Yes, the vmap daemon is in the AB particles/daemons list, and I've tried scaling the noise all up and down and sideways. I've tried the typical max noise map and the cellular map but AB doesn't want to use them.
-wes.
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