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| FumeFX 6.5.4 [max] update |
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Posted by: Kresimir Tkalcec - 01-14-2025, 01:23 PM - Forum: Announcements
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Hello,
Today, FumeFX 6.5.4 update has been released with new important functionality related features. Here is a short list of important updates:
- FumeFX Particle Source object now includes an option for user-defined particle lifespan. This new option provides significant help for artists using tyFlow, as it lacks the particle lifespan information required for proper AFC controls operation.
- NodeWorks added a 3ds max particle interface option, allowing users to select particle groups and PBD liquid particles for integration with third-party plugins like tyFlow.
- NodeWorks added a new Propagate node, enabling particle attributes, including custom attributes, to propagate from nearby particles.
- NodeWorks Spline Force node added a Spline Lock option to ensure particles follow the first spline curve they are assigned to. Without this, particles may switch splines based on proximity.
- NodeWorks Spline Force node added a Spline Index input pin, allowing procedural spline selection for each particle. These additions greatly enhance the node's flexibility.
Complete list of changes:
https://docs.afterworks.com/FumeFX6max/R...istory.htm
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| FumeFX 6.5.3 [max] update |
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Posted by: Kresimir Tkalcec - 12-11-2024, 02:07 PM - Forum: Announcements
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Hello,
Today, FumeFX 6.5.3 update has been released. It solves few critical NodeWorks issues and provides updated Example scene zip file.
New Features and Improvements
- NodeWorks Lock To Object node added VNormal output pin for vertex normal.
- NodeWorks Display Custom node added option that allows second input as position.
Fixes
- NodeWorks Memory caching was not caching each frame in succession during 3ds max playback.
- NodeWorks Spline Force node was not working properly when particle input was connected.
- NodeWorks PBD liquid can crash on 3ds max reset/exit.
- NodeWorks PBD Liquid sources crashes with animated geometry.
- ISurf filtering can crash on large grids.
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| FumeFX 6.5.2 [max] update |
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Posted by: Kresimir Tkalcec - 11-18-2024, 04:08 PM - Forum: Announcements
- No Replies
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Hello,
Today we have released FumeFX 6.5.2 update. Here is a list of new features, improvements and bug fixes.
New Features and Improvements
- FumeFX Toolbar now includes additional NodeWorks and ISurf icons, along with Quick Presets for rigid body dynamics, soft body dynamics, cloth, voxel grid, explosion, and PBD liquids.
- FumeFX objects and modifiers are now accessible via the 3ds Max search option.
- FumeFX actions can now be found in the 3ds Max Customize User Interface dialog.
- NodeWorks now supports applying modifiers like Bend and Taper that can deform generated mesh. Note: this feature is not supported for direct rendering with Arnold.
- NodeWorks now includes a PBD Initial State node, allowing users to load GPU liquid simulation cache files as the simulation starting point. This significantly reduces simulation turnover times in scenarios where a body of water needs to be in a steady state at the start of the simulation.
- NodeWorks PBD Liquids - added retiming support for foam.
- NodeWorks has improved foam motion blur rendering with Arnold, achieving a lot faster performance (over two times faster) and lower memory usage.
- NodeWorks RBD, SBD and PBD Quick Presets now automatically recognize object names such as floor,pool,fountain,static,ground,glass,bottle,sink,bathtub adding them as static collision objects.
FumeFX 6.5.2 update new features video.
- NodeWorks PBD Liquid Quick Preset - improved initial particle size handling.
- NodeWorks Set Particle Attribute node added Spin input.
- NodeWorks Object Info node added Spin output.
- ISurf object can now use UVW channels from tyFlow by referencing the channel name.
Fixes
- FumeFX simulation issues under 3ds max 2025 have been resolved.
- NodeWorks Ground Explosion and WW2 Flak presets didn???t properly setup Arnold shaders in newer Arnold builds.
- NodeWorks changing Fiber settings didn't trigger resimulation.
- NodeWorks changing Arnold User Data Export option didn't trigger scene render refresh.
- NodeWorks Disk Cache rollout - changing the Use Retimer and Time Scale Factor options didn't trigger cache to reload and scene update.
- NodeWorks Load Particle Cache node - Time Scale Factor parameter was always grayed out.
- NodeWorks Spin node - previously, when the Spin Axis pin was connected, a unit conversion was applied. Now, with the Spin Axis pin connected, no conversion is performed and value is used directly.
- ISurf can crash when trying to write UVW channel from 3rd party particle systems.
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| rendering with 3dsmax scanline issue |
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Posted by: godwin - 11-14-2024, 07:44 AM - Forum: FumeFX [max]
- Replies (7)
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I have been rendering fumefx fire with scanline without using redshift,vray or other rendering plugins.
Somehow in comp the color range is not there much, even though my output is exr. if i try to turn down the exposure in comp,the color range comes down flat.
is there any options which i am missing or i have to shift to rendering plugins to solve this.
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| Update to to FumeFX6 |
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Posted by: NNT666 - 11-10-2024, 06:58 PM - Forum: FumeFX [maya]
- Replies (1)
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Hi, i think about an update for my FumeFX5 license to FumeFX6 - is it available for Maya 2025? Do you still develope it, because here are not so many postings in the maya forum, or is the focus on max - is FumeFX for Maya alive? Will you release 6.5 also for Maya?
Sincerly
Otto-Peter
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| Fumefx Partitioner |
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Posted by: godwin - 10-25-2024, 07:06 AM - Forum: FumeFX [max]
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Hi,
Do we have a partitioner in case of fumefx container having a huge length. there was a script from scriptspot which i used to use it earlier on previous versions of 3dsmax for fumefx partioning, which dont work currently. Or is there any other approach.
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| FumeFX 6.5.1 [max] update |
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Posted by: Kresimir Tkalcec - 10-14-2024, 11:35 AM - Forum: Announcements
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Hello,
Today we have released FumeFX 6.5.1 update. Here is a list of new features, improvements and bug fixes.
- ISurf has been enhanced with new Smoothing and Smoothing Mask options, allowing for the creation of smoother surfaces. The smoothing mask, driven by particle velocities, enables selective smoothing by applying greater smoothing to areas where particles have lower velocities and less smoothing in regions with higher velocities. This ensures that fast-moving areas, that usually contain more detail, retain their sharpness, while slower-moving or stationary regions are smoothed for a more natural result.
- ISurf added a Bounding Box option to limit mesh generation within user-defined boundaries.
- ISurf added an option to flatten the mesh around the bounding box boundaries with a gradual falloff.
- ISurf icon added a Hide option, allowing users to directly select ISurf geometry inside the viewport.
- ISurf memory and performance optimizations for PBD liquid meshing.
- ISurf can now merge different radius, threshold, and FumeFX parameters.
- NodeWorks particle point rendering parameters now include a step size option, enabling particles to use the Standard Volume material for volumetric particle trails with Arnold.
- NodeWorks cache writing has a slight speed improvement.
- Updated to PhysX 5.4.2.
Fixes
- FumeFX RenderWarps that were moving or linked to a moving object did not properly deform the FumeFX grid.
- ISurf generated mesh could not be selected in the viewport.
- ISurf mesh remained visible even when there were no particles in the current frame.
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Suggestions for developing fumefx fo 3ds Max |
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Posted by: Joker666 - 10-01-2024, 10:22 PM - Forum: FumeFX [max]
- Replies (2)
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To the FumeFX Development Team at Sitni Sati,
I hope this message finds you well.
First of all, I would like to express my deep appreciation for the outstanding work you’ve done with FumeFX over the years. As a long-time user of the software, I see immense potential for further developing the cloth and soft body simulation systems to make FumeFX even more competitive. With that in mind, I’d like to suggest several improvements that could greatly enhance the user experience and the realism of simulations.
- Real-time Cloth Simulation: Introducing a real-time cloth simulation feature, similar to what’s available in Cinema 4D or Marvelous Designer, would be a game-changer. Allowing users to see adjustments instantly would significantly reduce production time and increase workflow efficiency, especially in projects that require constant tweaks.
- Improved Interaction with Complex Movements: Enhancing the interaction between cloth and dynamic movements, especially in scenes with violent and rapid changes, would add a new level of realism. For example, improving the way soft bodies and cloth interact with solid objects in fast-paced environments would be highly beneficial for more accurate simulations.
- Advanced Support for Diverse Fabrics: Expanding the options to simulate various fabric types—such as cotton, leather, or silk—based on their real-world physical properties would make simulations more realistic and detailed. This feature would provide users with the ability to tailor cloth behavior more precisely according to the material being simulated.
- Enhanced Collision Accuracy: Improving the precision of cloth collision with rigid bodies, especially in multilayer environments, would contribute to more realistic results. Better collision handling would ensure cloth behaves accurately based on real-world physics, which is essential in creating believable simulations.
- Improved Fluid/Smoke and Cloth Interaction: Developing a system that enhances the interaction between fluids, smoke, and soft bodies would add a whole new level of realism. For example, if smoke flows around fabric or a soft object, the cloth should respond accurately to the forces and direction of the smoke or air movement.
- Faster Smoke Simulation: Just as you have improved fluid simulations, speeding up smoke simulations would greatly improve workflow efficiency. Faster smoke processing will allow users to run more complex simulations in less time, making FumeFX more competitive in the VFX industry.
- Integration with Ornatrix and Node-based Workflows: It would be fantastic to see tighter integration between FumeFX and Ornatrix for hair and fur simulations, allowing for better interaction between fluid dynamics and complex grooming. Additionally, expanding node-based workflows would provide more flexibility in creating intricate simulations with greater control over various parameters.
I believe these improvements would be a significant leap forward for FumeFX, making it even more powerful and versatile in the current market.
Thank you for your time and consideration. I look forward to seeing how FumeFX continues to evolve with future updates.
Best regards,
joker666
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| FumeFX 6.5 for 3ds max Released |
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Posted by: Kresimir Tkalcec - 09-09-2024, 10:46 AM - Forum: Announcements
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Sitni Sati has released the FumeFX 6.5 update, introducing GPU-powered liquids to its VFX package. FumeFX GPU liquids are ideal for small-scale liquid simulations, enabling artists to complete simulations in minutes rather than hours, dramatically speeding up workflows. Built on PhysX, the liquids seamlessly interact with static, kinematic, and dynamic PhysX objects, offering a versatile solution for a wide range of visual effects.
Fully integrated with NodeWorks, artists have access to powerful tools for enhanced creativity and control. Additionally, the update brings native foam rendering support for Arnold, allowing foam to be rendered as either Arnold Points or Volumes right out of the box.
Watch the FumeFX 6.5 new features video:
https://youtu.be/Nu7KUVAT4nA
Explore the FumeFX 6.5 changelog:
https://docs.afterworks.com/FumeFX6max/R...istory.htm
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