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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 199
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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: 591
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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 & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 899
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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 & NodeWorks [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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| Couple of feature requests for whenever! |
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Posted by: joconnell - 08-21-2011, 07:31 PM - Forum: DreamScape
- Replies (6)
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Heya Kresimir,
I'm back using this for a few shots on a short film and it'd be great to get a few extra features for the sea surface:
Number one big thing - Built in mapping coordinates on the wave surface to avoid top projection smearing.
Higher resolution in the wave map - an extra iteration or two would be great.
Allow negative frames in baking of foam maps so you can have a full amount of foam on from the start.
Access to the foam itself in the sea foam shader so you can do things like colour correction / blurring to control the "spread" of the whitecap
Something like grant adam's tension map would be great as a method of controlling the look of the water between the crests and flat surfaces - maybe some sort of AO map for the squeezed in areas?
Some kind of whitecap selection would be great so you could birth particles or fume on the tips too (Although this'd be suicidal to feed into pflow)
Cheers!
John
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| Crash on "Add Server" under Vista 64? |
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Posted by: TomHudson - 08-16-2011, 04:39 AM - Forum: AfterBurn
- Replies (2)
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To get my systems all up and running Max 2012 properly, today I decided to update them with the latest version of Afterburn, which uses the AfterFLICS licensing. The first system I updated is a Windows XP 64 machine that had an older version using DcpFLICS installed under Max 2011, so I uninstalled it and reinstalled it there on the Max 2011 and 2012 installations.
I have my AfterFLICS license server set up on a different system in my rack, "HO-Rack1", which is IP address 192.168.0.100, so when I launched Max and brought up the Afterburn UI, it popped up the licensing stuff and I added the 192.168.0.100 server, then authorized it. It works perfectly on the XP 64 machine on both Max 2011 and 2012.
Next I went to install it on my Vista Business 64 machine. Got it installed in both the Max 2011 and 2012 installations, and launched Max 2011 and brought up the Afterburn UI, which gave me the AfterFLICS dialog. I typed in the IP address of the licensing server (192.168.0.100) and clicked on "Add Server" as before, but after a couple of seconds, Max crashed. I restarted Max and tried again with the licensing server machine name (HO-Rack1) but clicking on "Add Server" again crashed max. The same crash happens under Max 2012 on the Vista machine.
I have tried rebooting the machine and have double-checked the firewall to be sure the AfterFLICS ports and programs are allowed access, but the crashes continue.
I know Vista added some security features that XP doesn't have, but so far have not found out what is wrong.
Has anyone else run into this issue with Vista? Suggestions are welcome!
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| Animated Object SpeedMul(tiply) parameter to graph editors? |
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Posted by: rconover - 08-11-2011, 06:08 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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I like to think its something that just fell between the cracks, or I would love to find a workflow that solves it.
But unlike other parameters in fumefx -Objects used as obstacles
seem to have no way to pipe an fcurve through to the Curve Editor if you choose to animate the 'SpeedMul' value. But this paramter is definetly animatable.
I guess its because there is no notion of an 'Obstacle Helper' to refine the filtering?!
So doing post edits of the resulting fcurve is extremely limited currently. Basically I can only cafefully find frames that I have a keyframed and change the value. But editing the fcurve entire-thats a no go at the mo.
I do this often enough I wish I had this access over-and-over again!
If possible it would be great it you had the FumeFX grid selected it could somehow be used the filter the SpeedMul fcurve to the Curve Editor of loaded obstacle objects.
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| Afterburn + 2012 x64 Nitrous = beeps |
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Posted by: aldred2 - 08-11-2011, 01:33 AM - Forum: AfterBurn
- Replies (8)
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Here's a strange one. Unfortunately it renders Afterburn unuseable in max2012. Whan I add Afterburn to a file, I get max beeping incessantly. It beeps when I change values, save a file, and worst of all when I scrub the animation. It slows down the scrub to a crawl. Deleting Afterburn doesn't get rid of the problem. I have to reset.
This is with the Nitrous driver only. Direct3D is fine. There's no problem with Dreamscape and ScatterVL. Only Afterburn. Oh, and this only happens when I have another piece of software open that uses sound, like Winamp or Vegas Video.
This means I have to switch to Direct3D when I want to use Afterburn.
Could it be related to my last post (no viewport preview), and any chance of getting it fixed? The preview problem is also only with Nitrous.
Thanks
Mark
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| no viewport preview in 2012 |
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Posted by: aldred2 - 08-09-2011, 04:11 PM - Forum: AfterBurn
- Replies (9)
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The viewport preview isn't working for me in 2012 64bit AB4.0d. Anybody else having problems?
Also, since I've posted for just about every version of max and AB for the past few years, I should probably mention that Create Channels STILL doesn't work for me.
Thanks
Mark
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| Afterburn and Scatter VL |
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Posted by: ajones - 08-08-2011, 03:08 AM - Forum: AfterBurn
- Replies (1)
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Hi,
I have a cloud fly through and am trying to combine some scatter VL rays through the clouds. I was using ABmaps with Afterburn to get the quickest renders for the clouds (as I'm rendering at HD). What shadow settings would you recommend for ScatterVL rays casting shadows off the clouds? Do I need to use two different lights?
Thanks for any help.
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| Fume Simulation issues |
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Posted by: RobotGilardi - 08-05-2011, 03:01 PM - Forum: FumeFX & NodeWorks [max]
- Replies (3)
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I added a mesher for debris to my explosion in fumefx, and the simulation freaks out. Everything looks fine until all the other sources die off. Is there a specific setting i'm missing?
I incresed iterations to 300, quality to 10, CFL to 10, sim steps to 3, and no luck.
Preview attached
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| How I can use Manual authorization? |
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Posted by: Wasus - 08-03-2011, 08:37 AM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Hi!
I'm FX-artist from Bazelevs VFX and we have some problems with FumeFX in our new office.
We have one FumeFX license and I cannot authorize it on my machine.
I have message from Product Authorization wondow: " Connecting...Your product cannot be authorized online. Please use Manual authorization."
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| FumeFX and AB shadow map: illumination map freeze |
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Posted by: jstrob2 - 08-01-2011, 03:13 PM - Forum: FumeFX & NodeWorks [max]
- Replies (5)
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When I have hi-rez fume fx grid (approx 450x700x500) and I use AB shadow map on 2 lights (with raytrace shadows for object shadows), I often get the problem of the render getting frozen on the first pass of the illumination map calculation. the freeze seems to occur randomly on different frames and the more I incresase the resolution of the grid, the more it occurs to the point of occuring everytime if the rez is too large. Is there any tips to avoid that?
(I'm rendering with scanline).
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