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| Latest Threads |
FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 120
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 167
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 269
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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: 1,410
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FumeFX [max] 10% Siggraph...
Forum: Announcements
Last Post: Kresimir Tkalcec
08-09-2025, 11:45 AM
» Replies: 0
» Views: 1,283
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I can't use ISurf
Forum: FumeFX [max]
Last Post: hasitoyo
07-15-2025, 10:40 AM
» Replies: 2
» Views: 2,222
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Liquids with Spline Follo...
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
06-02-2025, 07:28 AM
» Replies: 1
» Views: 1,812
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FumeFX 6.7.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-21-2025, 08:57 AM
» Replies: 0
» Views: 1,500
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fumefx pf fumefx follow c...
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
05-12-2025, 07:38 AM
» Replies: 1
» Views: 1,763
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Hello I just recently upd...
Forum: FumeFX [C4D]
Last Post: Kresimir Tkalcec
04-10-2025, 10:09 AM
» Replies: 6
» Views: 6,908
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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
- No Replies
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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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| Afterburn for Max 2.0? |
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Posted by: oreb_goodbird - 03-20-2024, 05:24 PM - Forum: AfterBurn
- Replies (1)
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I'm looking for a very old Afterburn plugin version for Max 2.0 -- wondering if admins or any members happen to know of an archive or dump of elder versions of the plugin?
I'm also kind of a scrub/noob so apologies in advance.
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| FumeFX 6.1.7 [max] update |
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Posted by: Kresimir Tkalcec - 02-26-2024, 02:29 PM - Forum: Announcements
- No Replies
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Hello,
Today we have released FumeFX 6.1.7 update. Here is a list of new features, improvements and bug fixes.
New Features and Improvements
- Load Grid node can now load separate velocity components from .vdb caches.
- Advection parameters added to the Solver node.
- Load Grid node added Adaptive Grid options so that grid can expand if user is simulating grid beyond loaded frames.
- Load Grid node add Y up checkbox.
- Load Grid node added out of range mode that allows users to keep last loaded cache in memory.
- Added auto populate button to the Load Grid node for vdb caches.
Fixes
- Simulation speed could drastically reduce depending on the file location. With this update, some scenes can simulate twice as fast as in previous versions, including FumeFX 5.
- Changing Custom Channels caching didn't restart simulation with memory caching enabled.
- Memory caching can crash with custom channels.
- NodeWorks .prt export didn't export particle colors properly.
- Rare crash within openVDB during cache exporting.
- tyFlow orientation was changing with particle scale. This bug was fixed in recent tyFlow update but we’ve also made changes to this update so that users with older version of tyFlow can still get proper particle orientation.
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| attribute [flags] delete |
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Posted by: JEJongju - 12-14-2023, 05:55 AM - Forum: FumeFX [maya]
- Replies (1)
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i want to import vdb to unreal
but i cant.
because attribute order is lightly different
test.0001.vdb
0. flags
1. smoke
2. firefuel
test.0002.vdb
0. smoke
1. flags
2. firefuel
test.0003.vdb
0. flags
1. smoke
2. firefuel
so on
in ffxconverter, i can delete smoke or fire attribute but cant flags
i want delete flags(or import unreal correctly) . how can i?
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| FumeFX 6.1.6 [max] update |
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Posted by: Kresimir Tkalcec - 12-11-2023, 10:02 AM - Forum: Announcements
- No Replies
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Hello,
FumeFX 6.1.6 update is now available
New Features and Improvements
- The Particle Import Node has undergone a significant enhancement, enabling users to import custom channels from both NodeWorks and TyFlow. This latest feature introduces a new level of flexibility for artists, particularly in conjunction with TyFlow`s custom channels, when working with node-based FumeFX sources. This update reflects a commitment to providing users with advanced tools that facilitate a seamless and integrated experience. As artists continue to push the boundaries of simulation and effects, these improvements contribute to a more efficient and dynamic workflow, ultimately enhancing the overall creative potential within the FumeFX for 3ds max environment.
- Display node added option to display Orientation Quat values in addition to Orientation axis.
- Velocity node added predefined Direction option for world and local X,Y and Z axis.
- Simulation Info node add simulation start and end frame output pins.
Fixes
- PhysX crash in 3ds max 2024.
- Velocity node didn`t allow negative velocities.
- Grid Source node was not able to set negative temperature.
- Velocity Paint can crash on certain mesh types.
- Display Attributes node didn`t respect the selection of custom channels to display and it always displayed all channels.
- Particle Import Gen can crash on exit.
http://docs.afterworks.com/FumeFX6max/Re...istory.htm
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| FumeFX 6.1.5 [max] update |
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Posted by: Kresimir Tkalcec - 11-21-2023, 12:11 PM - Forum: Announcements
- No Replies
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Hello,
FumeFX 6.1.5 update has been released today and new features include:
- The FFX Burn modifier has undergone a name change to FFX Vertex Test, bringing with it advanced features and performance enhancements. In addition to modifying the vertex color channel, it now has the ability to write to the vertex selection weights channel. New functionality also enables the use of particles and scene objects to adjust vertex channels based on proximity. Alongside its existing capabilities to access FumeFX fire/smoke/temperature channels, this revamped modifier allows for a whole new range of effects.
- Added Particle Skin modifier that supports NodeWorks particle system and groups.
- FFX Vertex Paint modifier becomes FFX Velocity Paint with added paint radius option.
More information at:
http://docs.afterworks.com/FumeFX6max/Re...istory.htm
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