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FumeFX 7.5 [Maya] update
Forum: Announcements
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10-05-2026, 08:44 AM
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FumeFX 7.6 [max] update
Forum: Announcements
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FumeFX 7.5.5 [max] update
Forum: Announcements
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05-06-2026, 01:45 PM
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FumeFX 7.0 GPU for Maya R...
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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
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02-24-2026, 05:09 PM
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FumeFX 7.5.1 [max] update
Forum: Announcements
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01-29-2026, 06:54 AM
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FumeFX 7.5 GPU for 3ds ma...
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12-17-2025, 10:06 AM
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
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FumeFX 7.1 [max] update
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  fumefx "lisence error 6"
Posted by: aboubakrvfx - 12-10-2012, 11:16 AM - Forum: FumeFX [max] - Replies (5)

after received the code for the manual authorization and applied, i'v got this error :"lisence error 6" but in the AfterFLICS tools it says that fumefx 3.5 is authorized....and an other strange thing is that when i want to activate ffx in 3ds max my id change to "XXXX XXXX 0" or "xxxx 0 xxxx "

i'm running on windows 8 pro x64 (yeah i know it's stupid since this one still buggy)

please any help to fix that?

thx in advance


  Bunsen Burner Flame Sim
Posted by: DarkEnergy - 12-10-2012, 04:30 AM - Forum: FumeFX [max] - Replies (1)

Hi Everyone,

I am new to FumeFX having just bought it and now learning it.

I am trying to simulate a Bunsen Burner flame. I can't seem to find the correct settings to look like a good Bunsen Burner flame going for a small indie film I am helping out on. The basic shape is looking decent but I can't get the flame to emit at a rate that looks like it is being emitted at a fast rate.

Among the things I have tried was to increase the burn rate and velocity but it still looks slow.

Also am looking to have the flame have a bluish bottom then orangre in the middle and yellowish at the very top.

Could anyone offer any insights on what I can do to make it look closer to a what I am trying to do?

Thanks to all in advance!


  Space warps not compatible with Mental Ray?
Posted by: Mr.Blank - 12-04-2012, 11:52 PM - Forum: FumeFX [max] - Replies (4)

When using space warps it shows up in the preview window and in the rendered image when using Scanline but when using Mental Ray the space warps appears in the preview window but not in the rendered image.
Does Fumefx not support space warps with Mental Ray?


  some missing codecs for dreamscape or afterburn tutorials
Posted by: Slappy - 11-16-2012, 02:16 PM - Forum: AfterBurn - Replies (2)

Hello,

There are some missing codecs for some tutorials in both Afterburn and Dreamscape that will not allow you to play them: try to play the Afterburn daemon or combustion tutorial video on your website - it won't play. What codecs are needed and where do I get them?

Thanks,

Slappy


  "FumeFX 3.5" Effector name problem
Posted by: Shark - 11-06-2012, 08:28 AM - Forum: FumeFX [max] - Replies (2)

on FumeFX 3.5,

1. Effector is created (ex channel name "smoke").

2. It adds to an obj/src list.

3. Effector("smoke") to Master Effector of the Sim tab is added.

4. switches to an "obj/src" tab. [notice!]

5. back Sim tab,
Master Effector is checked with a Sim tab, the name of Effector has changed.
(like "smo". Shortening ?)

The effect of Effector is not calculated on this problem.

Please check.


  fumefx 3.5 fumefx_tp.dlo error on loading!!
Posted by: aboubakrvfx - 10-29-2012, 05:54 PM - Forum: FumeFX [max] - Replies (10)

when i did install fumefx 3.5 for 3ds max 2011 i've got an error about fumefx_tp.dlo

any fix for that?


  Need help with Fumefx 3.5
Posted by: SiThurman - 10-29-2012, 12:04 PM - Forum: FumeFX [max] - Replies (6)

Hi,

I recently purchased a copy of fume 3.5 and have some issues rendering...

Mental ray is what I use to render all my scenes.

I set up a normal scene which would usually consist of objects, a ground plane, a skylight and a few spot lights. Everything I do is to composite over live action footage so I use ME matte/Shadow/Reflection for ground planes, environment objects etc...

The skylight uses an environment map (MR background switcher, HDR chrome ball etc)

I setup a simple fume simulation, add the lights, run the simulation. Everything looks fine in the preview window but when I go to do my final render the smoke doesn't cast shadows on the ground plane instead the ground plane is black with a white haze around its outer edge?

I tried the same scene using the default scanline render with standard materials and Matte/Shadow and it renders fine. I have atmospheric shadows turned on for my spotlights in both simulations.

Can anyone help?

using
Windows 7 64 ultimate
3ds max 2013

best regards

Simon


  FumeFX 3.5
Posted by: sitnisati - 10-25-2012, 10:17 AM - Forum: FumeFX [max] - Replies (1)

Hello,

It is our pleasure to announce the release of FumeFX 3.5 !

This build was focused on implementing features what clients asked for most of the time, resulting in FumeFX that is more powerful and user friendly.

Here is the complete list of improvements:
- Boundless grid with complete control over boundaries.
- Added support for Field3D file format.
- Continue from cache in a bigger grid.
- Volume emission with Object Source.
- MXS command ffxSilent - no Message box will show up (like Stop/Continue, etc).
- Multiple Scattering for PreviewWindow
- Multiple Scattering option to cast and receive, so if you have a scene with many grids and want to avoid MS computation overhead, this should be handy.
- Ability to imprint various info to the Preview Window output.
- From the Obj/Src rollout, right click on object/src to select it in the viewport that will automatically enable PinUI option. Multi selection is also possible,
- Paths will show inside the Asset Manager
- Pin UI will keep the UI opened even if FumeFX is deselected. You can position lights and objects and GPU PW will update as well.
- Preview Window has a new menu option "Lock to Viewport", so you can work on the scene setup in various viewports and PW will always display the chosen one.
- FumeFX Gravity parameter can have negative value
- Sim Loop Mode option to reset sim at the beginning of each loop.
- Added tooltips to output paths text boxes, so that users can see very long paths.
- Added support for picking groups of nodes from Scene Selection window. Works with:
- objects list
- illumination lights list
- object source objects list
- particle source particle list
- Added support for changing parameters for FumeFX deflector objects for all group members if grouping button is enabled ('G')

Thank you.

Regards,

Kresimir Tkalcec

follow us on http://www.facebook.com/SitniSati


  Network license
Posted by: artifushion - 10-10-2012, 01:37 PM - Forum: FumeFX [max] - Replies (2)

Hi,

I'm not really sure what I need to do on the server side. How do I active/install the serial key I got by email on the server?

- Do I need to authorize fumefx with the serial number on my workstation when I want to use network registration?


  Flickering when using retimer
Posted by: Mr.Blank - 10-04-2012, 02:23 PM - Forum: FumeFX [max] - Replies (2)

When I render out (using mental ray) default cache there's no flickering but when I retime the simulation to 0,5 and render Post cache there,s flickering on the smoke no matter how high I set the Sampling quality, the Final Gather quality and the Final Gather map interpolation.

The same setting for used on the Default cache yields no flickering.

Any hints as to how to avoid this?
Scene attached.

PS: using fumeFx 3.0.2