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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: 560
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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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| Square pattern and stair-steping issue in Simulation |
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Posted by: turner_studios - 07-25-2014, 02:54 PM - Forum: FumeFX [maya]
- Replies (10)
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Hi,
I'm having an issue where the fire around the emitter has this strange stair step look and then a square pattern look in the first couple of frames in the Simulation. I'm using Vray for rendering but Mental Ray has the same issue too.
At first I use a simple squashed sphere emitter but then I switch it to object emitter and I'm using a texture map in the fuel section of the emitter and I'm having the same issue with both methods.
I'm attaching a couple of pictures of the renders I'm getting, the last one looks ok because it's mostly covered by the smoke but as you can see that's frame 18 so for 17 frames it doesn't look good.
Thanks in advance for any help on this issue.
[ATTACHMENT NOT FOUND]
[ATTACHMENT NOT FOUND]
[ATTACHMENT NOT FOUND]
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| Vray - render passes |
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Posted by: johnjoe - 07-17-2014, 05:42 PM - Forum: FumeFX [maya]
- Replies (2)
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Hi ,
I'm new to FumeFX and need to render passes from Vray for maya.
After a bit of reading on the web. I can see I need to turn Vray to scanline rendering. However so far I can't see how to do this. Does anyone know?
I need to render the follow passes...
Zdepth
Normals
shadows
Thanks in advance ;-)
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| 3.5.4 Linux-Stereo Render-lightmap bug? |
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Posted by: rconover - 07-15-2014, 06:59 PM - Forum: FumeFX [maya]
- Replies (7)
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This bug has probably been around from the begining (for linux anyway). But confirming that it still exists in 3.5.4.
We are rendering in stereo in Maya 2013 sp2 (linux).
Maya has this nifty render token that tells a render to render both the left and right cameras (of a stereo camera rig) and name the output accordingly 'in-one-go'. As long as your cameras are named approriatly this in turn allows you to load both camera outputs in NUKE and view both the left and right eye in 3d (with glasses), switch between right and left, etc.
Problem with FumeFX is if we render with this 'Renderable Camera' set to 'stereoCamera (Stereo Pair)' it renders the left eye correctly but the right eye *shaded slightly different*-particularly with smoke (maybe only smoke). I wanna say its the light map that gets wrong but thats just a guess. But for stereo output it won't do. We need a match.
The workaround is to render again exclusively and make the 'right camera' the 'renderable camera'. Now the result matches the left as expected. But this doubles the render effort. Not a big deal-but if it were an easy fix...
Repro
1) Load the scene from the project in the .zip. I provided a project to keep as much as my setup as intack as possible.
2) Sim 'FumeFX2' till you get 100 frames.
3) Render the way it its setup now (with the 'file name prefix:' as I set it).
4) You'll notice 'Renderable Camera' is set to 'stereoCamera (Stereo Pair)' this is how maya knows to render both cameras in the rig instead of a specific camera.
5) Look for the render output under 'LightMap_Stereo_Bug/images/LGTMAP_bug'
6) Ideally view the result in NUKE or something that can show you both left and right results easily.
The 'right camera' seems to have a different/lighter shading than the 'left camera' more visible from frame 46 onwards. For this example its more obvious after fame 46. However I'd say its *always repro*-and not scene speciffic. Its just that some FX show it better than others-thick shadowy smoke shows it more easily.
NUKE howto: Read the left eye's footage
LGTMAPbug_stereoCamera_left.####.exr 1-100
To ref both eyes edit as such:
LGTMAPbug_stereoCamera_%V.####.exr 1-100
7) Now render again the right camera only and you will see the shaded result is the same as the left eye's now.
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| Not Able to Access my FumeFX on Max |
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Posted by: BaldEagle - 07-08-2014, 07:01 PM - Forum: FumeFX [max]
- Replies (2)
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I've been using FFX continually. today when I tried opening it, the AfterFLICS Authorization dialog came up. To comply, I Selected Authorize and filled in the blanks including serial numbers for both FFX and Afterburn. I selected online authorization, which resulted in an error message indicating that I have to authorize manually and additionally asked for Authorization Code which I no longer have. How do I get FFX and Afterburn working again?
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| FumeFX src source problem... |
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Posted by: Thomas Marque - 07-07-2014, 11:16 AM - Forum: FumeFX [max]
- Replies (7)
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Hi Kresimir
Maybe you remenber me , big fan of your products since the beginning ...i've a problem with the ffx source wich is really what i need to add black dust in a pyroclastic dome . The helper works , that's ok , but when i want to set free the secondary smoke by setting the "read" to "set" , the calculation works but only in a little box in the middle of the entire ffx container .... i see that Inside this little area , it works , the smoke is emited by the primary and move with the Wind but , can't fill the space ....that's weird...or i'm wrong with my setup ... ...?
Thomas Marqué
Fx lead , Digital District
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| playback start frame ignored by vray |
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Posted by: dagoose - 07-03-2014, 03:42 PM - Forum: FumeFX [maya]
- Replies (11)
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Heyho,
I got a sim which is cached from 0-1000.
All our shots start at frame 1001.
So naturally I set the playback from 0 to 1500 and the start frame to 1001.
In the viewport the sim shows up in the frames corresponding to the offset/playback start frame.
Vray stays black!
Is it possible to just renumber the cached sim .fxd files? Or will the .fdc not allow this?
Lets try.
Well ... renumbering works!
But this is still a big pain.
I want to reuse my sim in several shots with offsets.
This way I'll end up with a lot of the same cache files with just other numbers in the sequence. aarrgghh.
Please help me. :S
cheers
Rico
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| boundless and transforms -> memory allocation fails |
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Posted by: dagoose - 07-03-2014, 11:41 AM - Forum: FumeFX [maya]
- Replies (9)
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FumeFX crashes while allocating memory when boundless is used and the fumeFX nodes (container, object, objects source) are transformed.
The only way I can set my fire to the location the asset has in the shot is to switch off boundless. Apply the transformations. Sim one frame (fume goes crazy but doesn't crash).
Switch back on my boundless settings.
cheers
rico
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| Flickering issues using retime |
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Posted by: romanus - 06-24-2014, 09:56 PM - Forum: FumeFX [max]
- Replies (2)
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Hi there,
Is there a way to avoid flickering issues when post processing (re-timed to .25, .35 and .5 in this specific case)?
The flickering is more visible when using multiple scattering.
I've read some foruns and the experts are saying that it's kind of a scene dependent thing (grid size, scene scale, etc)... even so, any tips on this are very welcome!
Cheers,
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