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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 198
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 381
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 590
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 559
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 897
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 542
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 602
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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: 776
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,021
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 807
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| FumeFX render elements VRAY? |
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Posted by: bsdvfx - 04-07-2015, 06:07 PM - Forum: FumeFX [maya]
- Replies (2)
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Hello,
So upon research, there seems to be no solution to getting the beloved Fusionworks render elements we have in max with Maya?
Is this correct?
We're currently trying a bunch of hackery with loading caches into Phoenix containers to be able to split up our fume caches into layers.
Any word on getting these render elements in Maya?
Andy
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| Fume with VRayVolumeGrid |
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Posted by: HMORI - 04-03-2015, 01:58 PM - Forum: FumeFX [maya]
- Replies (5)
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Hi im trying to export very simple fume smoke to VRayVolumeGrid via f3d format
but when i read f3d on VRayVolumeGrid and render its pop up error
[PhoenixSimPlugin] Error loading simulation data for time 1!
(note that i export from frame 1 - 100)
did i need some extra setup when export f3d format to render on VrayVolumeGrid ?
any suggestion ? thank you !!
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| FumeFX crashes with simple geometry at small spacing |
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Posted by: bjoern - 03-27-2015, 01:40 PM - Forum: FumeFX [max]
- Replies (4)
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Hi!
My simulation worked fine with a spacing of 0.2, but crashes instantly with a spacing of 0.15 (which is not a high resolution at all in this scene). I found out that it is because of the collider-geometry, which is also very simple and not animated. I already collapsed it, ex-and imported as OBJ or FBX, built half of it new, STL check, converted to Poly, to Mesh, but had no success. The geometry looks ok to me. No crash with a simple box, though.
I stripped the scene of all other stuff, so only the geometry and the containers are included. Could you please have a look why it is crashing? I work with 3ds Max 2015 SP3, FumeFX 3.5.5.
Thanks in advance
Bjoern
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| [Wishlist] - GPU accelerated sim |
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Posted by: malu05 - 03-19-2015, 03:46 PM - Forum: FumeFX [maya]
- Replies (2)
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Hello, would it be possible to accelerate simulations with the GPU in future updates of FumeFX? It seems more and more common within the industri.
I know you make great use of it in the preview window, but sim times is still the biggest hurdle in productions. 
Best Regards, Asger
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| Why all latest updates for Maya over Max |
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Posted by: shawnolson - 03-14-2015, 04:21 AM - Forum: FumeFX [max]
- Replies (6)
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A longtime Afterworks customer here; own most of your products. I am curious about all the recent releases of updates for the Fume for Maya that include many new features. Not saying that the Maya users shouldn't get new features, but can you let us know about your intentions for Max development. Are we to expect all of the future development to follow this pattern? I'm sure that many of your Max customers would like to know that any feature added to Fume on the Maya side also gets added to the Max side.
I really just want to get an idea of the future roadmap. Not moving to Maya ever... but of course I am hoping that Max will always be at the core of Afterworks tech.
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| 3DS Max 2015 and "Show in Viewport" |
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Posted by: mnarlock - 03-01-2015, 05:47 AM - Forum: AfterBurn
- Replies (2)
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I have AB 4.1.4 running on Max 2012, 2014 and 2015. When I click "show in viewport" everything works fine in 2012 and 2014, i.e. either the spheres or circles show up representing AB. In 2015, nothing shows up.
Anyone else having this issue?
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| Install Problem: Internal Failure 0x80040707 |
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Posted by: vtrockin - 02-28-2015, 02:06 AM - Forum: FumeFX [maya]
- Replies (3)
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Everytime I try to install FumeFX (Maya2015 SP5) the install fails and I get a windows Internal Failure 0x80040707. I've tried "Run As" Administrator (even though my account is admin account). And I've also disabled Norton virus scan. Searches on web for this error code this can be a windows protection error if it this it's an unsafe file, but I'm not sure that's it.
Not sure where to go with this? I'm running Windows 7 Professional. Any ideas?
More Info:
If I just hit ok on the errors - the install continues, the panel of text that pops up where you press "I Agree" is empty and after press "I Agree" the error: UseDLL failed - Couldn't load AWISutil.DLL file.
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| Maya 2015 SP5 Crashes when doing GPU Preview - Windows 8.1 |
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Posted by: jchiu - 02-20-2015, 07:08 PM - Forum: FumeFX [maya]
- Replies (5)
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Maya keeps crashing when doing GPU Preview. CPU preview works, but after some playing around and scrolling on the timeline, it seems to crash Maya as well.
We've bought this plugin last week and we are yet to be able to use this because of the crashes.
Specs:
Maya 2015 SP5
64-bit Windows 8.1 Enterprise
Intel Xeon E5-2680 @2.70Ghz
32 GB Ram
NVIDIA GeForce GTX Titan (6 GB) - with latest drivers
Code: Initialized VP2.0 renderer {
Version : 5.3.2.800. Feature Level 4.
Adapter : NVIDIA GeForce GTX TITAN
Vendor ID: 4318. Device ID : 4101
Driver : .
API : OpenGL V.2.
Max texture size : 16384 * 16384.
Max tex coords : 8
Shader versions supported (Vertex: 4, Geometry: 4, Pixel 4).
Shader compiler profile : (Best card profile)
Active stereo support available : 0
GPU Memory Limit : 6144 MB.
CPU Memory Limit: 31059.1 MB.
}
GPU Preview:
![[Image: rImFhd0.jpg]](http://i.imgur.com/rImFhd0.jpg)
CPU Preview:
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| Afterburn Wishlist |
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Posted by: Galagast - 02-06-2015, 03:10 PM - Forum: AfterBurn
- Replies (2)
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Here are some stuff I've collected which I wish the next afterburn version would have:
[list=0]
[*]Box3 (ADM) support. (currently in the works! woohoo!)
[*]Box3 (ADM) access to Afterburn Noise Types (maybe via integer channels?).
[*]Controls for Local X Y Z Drifts.
[*]Axial Attenuation - Falloff by Axis (e.g. A Gradient Fallouff from top to buttom.)
[*]AFC support for Drifts.
[*]AFC Expression Variables: T, F, S, NT.
[*]Aburn Atmospheric Gizmo - Sort of like an independent gizmo object that can be directly turned into an AfterBurn volume. It may include typical particle channels as parameters (like keyframable Age) that may directly transfer to the AfterBurn atmospheric. This can be usefull during times when you simply just wanna add that extra cloud without modifying your current particle setup.
[*]Tabbed Rollouts similar to FumeFX.
[*]Opacity - Currently, the Density paramter is the closest thing we have to controlling the opacity, but the density does not always seem to linearly fade out whenever animating it.
[*]Be affected by GI.
[*]Multiple Scattering.
[*]Maxscript - Display on Viewport.
[*]Maxscript - Interpolation Controller Dialog Parameters (e.g. Obejct Distance Minimum Parameter, or Object Distance Node set/access).
[*]Voxel Conversion - Have a Voxel Box encompassing the AfterBurn particles and process those to generate voxel data. This can be usefull to maybe have a beter preview in the viewports. This may also be used by FumeFX to advect the volume, possibly
[*]Option to save shadow maps to file.
[*]Afterburn Shader Displacement - use 3d noise maps to displace the shader - maybe via Daemons?
[*]Bend Daemon[/list]
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| Mental ray overlapping grids |
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Posted by: dr_ron - 02-04-2015, 03:34 PM - Forum: FumeFX [max]
- Replies (8)
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Hi
i am having issues with overlapping Fume grids with mental ray.
We are currently re-doing a project from final render to mental ray.
Final render with Fusionworks is fine.
Now with mental ray im getting black box with harsh line in the overlap.
This is just a small test scene to show you the problem.
Default MR setting in Max with Autovolume on.
Running:
Max 2014
Fume 3.5.4
Any suggestions?
image uploaded.
[ATTACHMENT NOT FOUND]
thanks for any help
ps...we have to use mental ray :$
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