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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
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» Views: 198
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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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» 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
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
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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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» Views: 542
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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: 602
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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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» Views: 776
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
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» Views: 1,021
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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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» Views: 807
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| multisubText for intensity doesn't work? |
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Posted by: mikeguy3086 - 09-30-2014, 01:49 AM - Forum: FumeFX [max]
- Replies (2)
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I've been trying to get this to work but it just doesn't seem to. I know that you can assign a texture map to an object src. But one thing that is not working, is if I have an object with multiple material ID's and I want to use the intensity of those ID's.
For example, if I have an object that fractures. I want the inner faces to emit smoke, but not the outer faces.
I may have missed something, but any idea if this is possible?
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| Primary Visibility |
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Posted by: izze89 - 09-10-2014, 10:43 PM - Forum: FumeFX [maya]
- Replies (3)
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I unchecked Primary Visibility in the render stats drop down, but the volume still renders in MR. Is this supported in Maya 2015?
Thanks,
Christopher
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| Can't render FumeFx in Mental Ray |
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Posted by: wreliford - 08-31-2014, 01:43 AM - Forum: FumeFX [maya]
- Replies (8)
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I got FumeFx awhile back but haven't had a chance to dig deeper into in until now. It is frustrating that I can't use GPU preview window because Maya will crash immediately upon selecting gpu rendering. (See my previous post) Now that I am getting more into FumeFx, I can't even render any of my simulations. I am using Mental Ray. Now that I have a project the requires FumeFx, my frustration level with FumeFx is rising fast.
When I render, I just get a black screen. There isn't anything there. Nothing in the alpha channel. If I have an object in the scene as the emitter, the object will render but no FumeFx. What am I missing. Yes, "Auto Volume" is checked under Features in Mental Ray.
I authorized fumefx maya shaders. Do I have to install FumeFx mental ray shaders seperately? Did I miss something on installation? I have read everything I can think of to find a solution. This could be that I am new to FumeFx, but I did my research before investing in this plugin. Please Help!
My specs:
Maya 2015 sp3
Mental Ray for Maya 2015 sp3 version 3.12.1.17
FumeFX 3.5.4
Computer:
OS: Windows 8.2
Intel i7 4770 cpu
Asus Motherboard Sabortooth z87
Nvidia GTX 780ti (latest drivers) 3 gig of ram
32 gig ram
750 ssd Samsung Main drive
1 gig ssd media drive
3 gig harddive storage
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| illumination map problem |
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Posted by: madwands - 08-25-2014, 07:50 PM - Forum: FumeFX [max]
- Replies (10)
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Hi there!
I have a problem with illumination map. Can I force Fume to use one frame of illumination map saved on disk? and not calculating it each frame?
My case is a huge simulated "nebula like" cloud, with fxd cache up to 4Gb. Calculating illumination map takes a lot of time, and lighting don't change . I want to render a space flight. around the cloud. Copying the calculated illumination map is not a solve as I have 800 frames and ~10 such clouds in my scene would make 2TB of cache files
Thanks in advance!
Artur
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| opacity over life |
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Posted by: Dubber17 - 08-20-2014, 08:16 PM - Forum: FumeFX [maya]
- Replies (3)
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Hi, I'm currently working on a smoke effect where I need the smoke to be less visible (transparent) at the beginning of its simulation, then get more opaque as it rises into the air. Right now I have it where there is way to much smoke 'billowing' at the beginning of the simulation.
for example; like in 'particular for after effects' it has an 'opacity over life' curve that I can adjust.
Does such a thing exist in FumeFX? If no, is there a 'work around' for this? If yes, I would be very grateful to learn how to accomplish this!!
Thanks in advance!
Brent (new fumefx user)
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| New Feature Updates? |
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Posted by: mikeguy3086 - 08-18-2014, 07:13 PM - Forum: FumeFX [max]
- Replies (4)
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Just a general question. It has been very quiet on the Fume front for sometime. I know that Fume has been released for Maya so that probably has taken up development time. But I'm wondering if there are any expected Max updates/new features that are coming out soon if at all?
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| hugh issues rendering from inside a volume (vray) |
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Posted by: dagoose - 08-06-2014, 10:07 AM - Forum: FumeFX [maya]
- Replies (3)
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Hi,
I got massiv problems rendering a dust fx where the camera is inside the volume with vray.
If I render a simple scene with just the fumefx grid, a directional light and the ground my dust renders.
Now I'm adding my holdouts (some characters with surface shader) to that render layer suddenly the dust doesn't appear anymore.
I'm not able to pin down what is causing the problem.
For example I'm only adding a body geo to the dust render layer and the dust is still rendering. Adding one other geo (e.g. the eyes) ... it is gone. Removing that element again from the layer .. still ... no more dust.
Further more when I render through the shot cam ... dust is gone.
Creating a new camera and apply the same settings like the shot cam the dust renders.
Funny enough I can always see the shadow and bounding box of the grid on the floor.
This all is very strange to me. Can someone please help?
I also turned on maya volume sampling which I thought is not necessary when rendering with vray.
Thanks a lot
Rico
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| Motion Blur - doesnt work at all |
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Posted by: TomasKrejzek - 08-05-2014, 04:14 PM - Forum: FumeFX [maya]
- Replies (11)
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We use latest FumeFX v.3.5.4 (Mental Ray, Maya 2014 64bit) and we cannot set up correct Motion Blur in any scene. Is it something you still working on? Or can you provide some how-to instruction or upload example scene please?
We also tried to export velocity channel within simulation, but no succes.
Thank you for advice, T.Krejzek
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| Fume fx scene loads-explosive initial sims anomalies?! |
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Posted by: rconover - 07-29-2014, 03:51 PM - Forum: FumeFX [maya]
- Replies (7)
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This is something I've only seen in Fumefx maya (linux). Never on MAX.
But I've noticed it in many scenes now-so it seems like something is not quite 'cleaned up' right when you load an existing fumefx in a scene. Possibly it has to do with sim start frames that are not 1 or 0-but who knows?! I'm not certain if its always the initial scene loaded in the maya session either-but it might be.
What you get-
You load an existing Fumefx scene-begin a sim- and the first results look exploded-like your velocities of time scale are set to a rediculous amount. Also it can sometimes drive the memory up exponentially as Fume FX 'tries' to calculate some crazy exploded values, grid sizes as adaptive grid tries to keep up. Maya may crash too!
I've experienced this with setups that i am familiar with-and know these 'anomaly sims' make no sense.
I simply stop the sim. And start it over again. Now the result is as expected. The 'anomaly sim' won''t return unless i exit maya and load the scene again. I've checked with colleagues (on maya linux) and its true for them as well. Not so bad as long as you work on your own machine and catch it happening.
BUT I could see this being very problematic doing sims on a farm-forcing users to sim on their own machines. This could be a show stopper if they need to farm sim.
Repro-
-This will never happen with a brand new Fumefx added to a scene. It must reside in the loaded scene already.
-It always sorts itself out correctly the *second* attempt at doing a sim.
-Possibly related to having Maximum Simulation Steps to other than '1'. I often set to '3'.
Can you repro with any of the scenes I've sent you in the past?
If not I'll try and make you one.
I'd also like to know if anyone else on maya has experience this. Possibly it could be our pipeline
and the scene presets we load maya with.
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| Namespace error as collision |
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Posted by: nidas - 07-29-2014, 12:48 PM - Forum: FumeFX [maya]
- Replies (6)
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Can it be rigt that FumeFX Maya 3.5.4 does´nt support namespace on gematry acting as collision? I get an error when I try to connect a piece of geomatry as collision.
The workaround would be to duplicate the object and delete the namespace but that won´t work well on deforming objects.. Our pipeline and I guess many others have namespaces.
Cheers
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