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| Latest Threads |
FumeFX 7.6 [max] update
Forum: Announcements
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FumeFX 7.5.5 [max] update
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05-06-2026, 01:45 PM
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
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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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FumeFX 7.5 GPU for 3ds ma...
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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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FumeFX 7.0 for 3ds max Re...
Forum: Announcements
Last Post: Kresimir Tkalcec
08-19-2025, 05:16 AM
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» Views: 1,877
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| FumeFx GPU Preview Window + fumefx 5 - Arnold |
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Posted by: ccoutinho - 02-18-2019, 05:05 AM - Forum: FumeFX [maya]
- Replies (9)
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Hi,
Two questions
I am using Maya 2018.5
I am checking few tutorials online.
FumeFX GPU Preview Window is gone? Is there a way to enable again? The Multiple Scaterring does not show in viewport 2.0 neither in Arnold(that does not render)
is there any place explanning how render using arnold? I tried
Do I have to change in
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| Fumefx5 in Max2018 - Maxscript support is broken and can't handle more than one line of code |
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Posted by: mpiatek - 01-31-2019, 11:07 AM - Forum: FumeFX [max]
- Replies (6)
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It seems that Fumefx5 has broken max script support (script that you set in General tab).
Here's my test code:
Code: fn PostLoad = (
print "PreRes"
print "postRes"
)
If you scrub through the timeline you won't get any messages at all.
Code: fn PostLoad = (
print "PreRes"
)
This code actually works.
My assumption is that Fumefx is removing all newline characters in the maxscript which causes the script to be unusable. I found that if you add a maxscript that has more than one line, you save the script and the scene and you reload that scene, the whole script code will be collapsed into a single line !
Repo steps:
1. Add this code in your General tab-> Edit Script:
Code: fn PostLoad = (
print "PreRes"
print "postRes"
x = 10
y = 200
z = 123123
)
2. Save the script and the scene
3. Go to file->reset
4. Load your scene again
5. Go to fumefx general tab and open up attached max script
6. Notice that whole code will now be collapsed into one, very long line
Is there any workaround or a fix planned? This bug literally means no maxscript can be used in fumefx at all.
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| vray volumeGrid jittering position |
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Posted by: crazybridge - 12-18-2018, 11:43 PM - Forum: FumeFX [maya]
- Replies (2)
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I'm doing some fumefx sims with the new fumefx 5.0 outputting .vdbs and the volume grid container appears to be jumping around a few units randomly when it resizes. I'm on 2018.4 and V-Ray for Maya version 3.60.05, revision 28565. I also tried 2017.5 and V-Ray for Maya version 3.60.04, revision 28087. I loaded up an old sim we have from the previous version of fumefx 4.1.1 and it doesn't appear to have the issue.
I also tried converting them from ffx to vdb using the 0.36 version of ffxconvert and they have the same issue.
edit: I'm outputting the new sim from the 4.1.1 version now to double check that it's ok.
edit2: yeah, I went back and ran the same sim and it doesn't seem to have the issue. I did notice that the new version 5.0 .vdbs come in to the volume grid flipped -90 in x, doubt that's related, but who knows...
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| ffxconvert issue (with long path?) |
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Posted by: celluloidvfx - 12-18-2018, 12:43 PM - Forum: FumeFX [max]
- Replies (3)
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Hi,
we were just trying to convert some .vdb files with ffxconvert.
When we try
Code: ffxconvert.exe -r 1 10 -i X:\hyt\ink_006_010\cgfx\caches\houdini\vdb\smokecd_v010_shape_32bit_float_lp\smokecd_v010_shape_lp.vdb -o X:\hyt\ink_006_010\cgfx\caches\houdini\vdb\smokecd_v010_shape_32bit_float_lp\ffxconvert\smokecd_v010_shape_lp_.fxd
we get the following output:
Code: FumeFX 5.0 cache converter v.0.3.6
Copyright 2016-2018 Sitni Sati [www.afterworks.com]
input: X:\hyt\ink_006_010\cgfx\caches\houdini\vdb\smokecd_v010_shape_32bit_float_lp\smokecd_v010_shape_lp.vdb
output: X:\hyt\ink_006_010\cgfx\caches\houdini\vdb\smokecd_v010_shape_32bit_float_lp\ffxconvert\smokecd_v010_shape_lp_.fxd
range: 1-10 step 1
draft: 1 off
converting file 1 of 10
ERROR: Couldn't find input file "X:\hyt\ink_006_010\cgfx\caches\houdini\vdb\smokecd_v010_shape_32bit_float_lp\smokecd_v010_shape_lp0001.vdb"! Skipping file...
When copying the same file(s) to a local drive - resulting in a much shorter path name - it works.
Is there maybe a limit to the length of file paths that ffxconvert can handle?
Cheers,
Holger
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| fumefx 5 playblast problem |
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Posted by: glasseyevfx - 11-30-2018, 09:19 AM - Forum: FumeFX [maya]
- Replies (5)
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hi
I'm new to fume so excuse me if this is obvious.
I'm assuming the old fume preview window is now incorporated into the maya viewport as I cannot see any icon on the fume shape node as some tuts have. I'm able to see my fume shape in the viewport both legacy and vp2 however the fume preview only shows up in legacy mode when I go to playblast. The smoke and simulation simply disappears playblasting everything but the fume elements.
Are there any vp2 preferences that fume needs - is my graphics card in need of updating?
geforce gtx960 ( it could do with an update I know)
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| Loading VDB in Fumefx 5 |
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Posted by: mpiatek - 11-22-2018, 10:39 AM - Forum: FumeFX [max]
- Replies (3)
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I have a VDB made in Houdini. I would like to load it in FumeFX in Max and render it out. I can see that "Select Caches" allows me to select .vdb files and I can see channel mapper window after doing so. I mapped VDB density (my only channel) to FumeFX Smoke. Grid dimensions were loaded properly etc but:
- it seems that there is no voxel data in any .vdb I load (even though tested vdb files are perfectly fine and do have data as I have tested it in Houdini); I see nothing with Voxel Data Display turned on (showing Smoke channel)
- I see nothing in viewport with GPU preview turned on
- Render is blank
- I tried adding a light and bumping up smoke density in Render tab but still nothing
What is the workflow for loading .vdb files in Fumefx?
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| Proposal for default FumeFX.ini path change |
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Posted by: Shark - 10-24-2018, 05:44 AM - Forum: FumeFX [max]
- Replies (2)
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It is often difficult for a customer with a security-critical company to give administrator privileges to 3dsMax.exe in order to write to below C:\Program Files\.
Please consider changing the default FumeFX.ini location from under "C:\Program Files\" to "C:\ProgramData\AfterWorks\FumeFX for [3dsMax version]\" or 3DApp Config folder etc. for future updates.
For manners of programs, fumefx.ini should be set as a place where users can write.
I am aware that there is an environment variable FUMEFX_INI. It is a suggestion of default setting.
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| How to create a face in a sandstorm (like the one in The Mummy) ? |
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Posted by: lucvw_1975 - 10-16-2018, 10:10 AM - Forum: FumeFX [max]
- Replies (1)
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Hi,
I want to create the effect of a face in a sandstorm (like the face of Imotep that appears in the sandstorm in The Mummy), but I have no clue how to do this. I started with making the face (or in my case, as a test, a simple sphere), and made that an emitter. But the contours of the object aren't really clear. Moreover, this is the object on itself, but how do I make it a part of the sandstorm ? Do I need several FFX grids for this ? I've searched the internet for a tutorial on this, but can't find anything. Another question: can this uberhaupt be done with FumeFX ? Or do I need Thinking Particles for it (or other plugins/software like Krakatoa) ?
Thanks !
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