Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums



(Advanced Search)

Forum Statistics
» Members: 3,803
» Latest member: DanielBaild
» Forum threads: 2,182
» Forum posts: 13,746

Full Statistics

Online Users
There are currently 54 online users.
» 0 Member(s) | 54 Guest(s)

Latest Threads
FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 198
FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 381
FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 591
FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 560
TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 898
FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 542
FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 602
FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 776
Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,021
FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 807

 
  Fumefx smoke and QMC GI via Finalrender?
Posted by: roman - 06-04-2013, 10:23 AM - Forum: FumeFX [max] - Replies (1)

Hello,
I have a question regarding rendering smoke via Finalrender with QMC GI.
I'd like to achieve this (only with hdr or physical sky env..):
http://www.afterworks.com/FumeFX/finalRender.asp?ID=20
but I am always getting black results..
What are the necessary render, light or material settings to achieve the nice light scattering from hdr sky? I could not found any discussion or example scenes on the web regarding that.

Thanks,
R


  FumeFX for Maya support forum
Posted by: sitnisati - 05-29-2013, 11:56 AM - Forum: FumeFX [maya] - Replies (1)

Welcome to the FumeFX for Maya forum.
Feel free to post any FumeFX related questions, bug report or a wishlist - we will appreciate it.

Thank you.

Regards,

Kresimir Tkalcec


  Adaptive Grid Sensitivity Threshold
Posted by: Bandu - 05-19-2013, 02:04 PM - Forum: FumeFX [max] - Replies (2)

Hi,
I was trying to optimize the fume grid size by adjusting the sensitivity threshold but nothing seems to work.
In mixed mode any value between 0.001 and 99.0 seems not to affect the adaptive grid size in any way at all.
Other methods like temperature and velocity does "something", velocity for example seems to not have any affect till I reach the threshold value of 8.0 then it "shrinks" the adaptive grid to zero, under value of 8.0 there is no difference, 0.001 or 7.0 result in same grid size.

any more explanation how this really works? Fume help is not that useful, it just says I should stay in values 0.1 - 0.01 what really doesn't make any difference or set it to 0.0 <

thanks!


  anti virus tells me Afterflics.exe is a malware-gen
Posted by: Bandu - 05-02-2013, 07:49 PM - Forum: FumeFX [max] - Replies (2)

Hi, since today, after my avast! antivirus software updated the virus database it tells me AfterFLICS.exe is a threat, Win32:Malware-gen and delete it.

why is this a threat???

I've reinstalled Fume again, the same virus warning

????

Bandu


  Multiple grids have black walls
Posted by: LeDoublet - 04-29-2013, 05:25 AM - Forum: FumeFX [max] - Replies (4)

I have run into some really weird rendering errors with fumfx 3.5.2 I have attached a file which sows the error. Basically grids within another grid will render odd black walls and other black artifacts. I have tried re-simulating the grids with soft falloff and this makes no difference. The frustrating thing is I had them working before upgrading to 3.5.2. on the same file. Any thoughts?


  vue 9--fume 3.5.1 and vray prob
Posted by: Alpa24 - 04-14-2013, 02:44 AM - Forum: FumeFX [max] - Replies (2)

Hello,

I have problem in render fume with vue 9 with vray renderer.
i have forest in vue with chimany smoke.
when i render a scene it look like smoke composite on tree.
mental ray it ok.
but vray it not ok.

what shoud i do??
Thanks


  Afterworks Site and Purchasing
Posted by: shawnolson - 03-28-2013, 02:05 PM - Forum: FumeFX [max] - Replies (10)

I sent an email to Afterworks yesterday regarding a security problem on the site. That same flaw is persisting on the forums. So whomever modified the main site also got into the forums. I did not receive a response email so I am not sure that even got through.

Secondly, I tried to purchase an upgrade for Fume 3.x but the transaction did not go through. During the checkout it said to check my card details, but they were certainly correct. In fact, I almost immediately got an email from my bank asking me to confirm this.

Please let me know if the transaction got though on your end. It might be convenient if you added PayPal as a merchant option... as I am becoming more leery about putting my credit card details into online forms as I age.


  Network rendering with Mental Ray
Posted by: LeDoublet - 03-27-2013, 05:24 AM - Forum: FumeFX [max] - Replies (2)

I have fume fx which I am trying to render over the network as a mental ray sequence. I can render locally. Do I get at least 1 mental ray license to render over the network?

I have tried to authorise with the serial and authorisation provided for my machine with no luck.

How can I get it to work? Is there any information on mr licensing on this site?


  Opacity-mapped scene elements
Posted by: TomHudson - 03-25-2013, 07:35 PM - Forum: AfterBurn - Replies (2)

I'm working on rendering a 3D galaxy using Afterburn for the galaxy's nebulosity, and wanted to have some additional stars scattered through the volume of the galaxy for additional interest, so I created a second PFlow particle system with 2D opacity-mapped "cards", each of which has a glowing star mapped onto it, facing the camera. The hope was that these would be integrated into the volume of the Afterburn effect and be properly obscured by the clouds, especially in a fly-through.

When the scene is rendered, however, the transparent parts of the rectangles containing the opacity-mapped stars are unfortunately very visible -- see attached images of a simple Afterburn volume and opacity mapped stars, showing visible (RGB) channels and alpha channel.

Is there a workaround or setting for this that I'm missing? I'm thinking that I may be able to pull this off by rendering a second pass with all the lights on the Afterburn effect turned off (black) and then compositing the resulting image -- At least, my initial tests trying this approach seem to indicate that the stars are being obscured by the Afterburn clouds.

Can anyone who has tried this reply and indicate whether or not this is a viable approach? Or let me know of a good workaround? Thanks!


  Preview performance is very slow when using render warps
Posted by: Hughj - 03-19-2013, 01:10 PM - Forum: FumeFX [max] - Replies (2)

I have a very simple, low res scene with some smoke being emitted by and object source.

Grid size is 135 x 125 x 150 with a spacing of 1, which sims up to 112MB.

I can play this back in realtime in the viewport and preview window, but performance drops greatly when I apply a render warp. I'm using a simple 4x4x4 FFD.

Each frame takes about 3 seconds to be displayed. This is the same for GPU and non GPU preview, and viewport display, even when the display setting is reduced to minimal settings.

As soon as I disable the render warp in the fume dialogue, performance returns to normal.

I'm using Fume 3.5.1

The performance hit is so great, I wanted to check that this is normal.