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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: 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
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» 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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| FumeFX Implosion |
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Posted by: Jordan - 06-30-2011, 02:57 AM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Im trying to achieve an implosion effect using and am having trouble controlling the look.
I have tried using a negative spherical wind but the velocities go a bit weird and always create a outward velocities in the verticle/horizontal and inward velocities on the diagonals of the grid.
I am trying to get spherical inward velocities.
Any one done this type of effect?
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| Vray and FumeFX no GI |
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Posted by: jedihopper - 06-21-2011, 11:24 AM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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I have a scene with a fire made in FumeFx, I have a ground plane witch I have made with a VrayMtlwrapper so cast shadows and the fire illumnate the plane, good but then the Object in the scene is not illuminated.
But when I use a standard Matte/shadow as ground material the object is Illu but not the ground. see attached
I want a mix of this, both ground and object Illuminated.
Is there some thing I have forgotten to do?
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| FumeFX and RayFire |
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Posted by: Mr.Blank - 06-19-2011, 07:22 PM - Forum: FumeFX & NodeWorks [max]
- Replies (1)
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I have a object burning which I then collapse using RayFire. Does anybody have suggestions as to how I get the collapsing pieces to burn while falling?
Do I have to run a simulation for every piece collapsing to get the fire to look right because of the differences in size? If so how do I make the simulations for all these pieces seamlessly integrate with the rest of the burning object before the collapse.
Or do I have a completetly wrong approach to the problem?
I have attached two images from the animation to hopefully, make what I'm trying to do more clear.
One burning as a whole object and one showing the collapsing parts.
Greatefull for any help that can point me in the right direction.
Mr.Blank
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| Gridline Horizontal Artifacts - with Advection Fields |
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Posted by: ajones - 06-09-2011, 07:16 AM - Forum: FumeFX & NodeWorks [max]
- Replies (4)
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Hi all,
I'm doing a sim with some thick smoke trailing some fire that moves through screen relatively quickly. There seem to be some horrible horizontal artifacts appearing throughout the sim. I've read some other posts on what sounds like a similar problem but haven't been able to solve it for my sim yet. I've tried raising my high threshold of the smoke renderer, higher rez grids, low spacing on renders, jitter etc. It looks a little like the picture in the FumeFX help depicting artifacts in an 'advect fields and vel' render.. but mine is standard 'advect fields'. Attached is a section of a render where they are particularly bad. It's almost like the smoke is catching on the grid. My smoke was simmed at a density of ten modified with the smoke render curve.
Any help would be much appreciated.
Thankyou.
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| [Bug] Hidden Point Caches dont deflect |
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Posted by: Jordan - 06-07-2011, 07:58 AM - Forum: FumeFX & NodeWorks [max]
- Replies (11)
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If you have a deflector that is point cached and is hidden it will no longer deflect properly. It also seems some other setups that are hidden do not update properly either. Cant reproduce them but some linked/ or scripted controlled objects dont seem to work either.
Im running 2.1a so it may be different in 2.1c.
Does this stem from the fact that if yo do refs.dependentNodes $ on your fume grid you get nothing? It doesnt seem to get max to update objects. (and is annoying to script with)
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| A few scripting questions. |
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Posted by: neonshaun - 06-01-2011, 02:07 PM - Forum: FumeFX & NodeWorks [max]
- Replies (6)
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So we've been having some serious network farts here that are stopping our sims in their tracks. After the sims stop, they cant be resumed because the last frame written out is corrupt and the fdc goes missing. My solution has been to write my stuff out locally, then copy it over to the network storage.
Our render blades only have 40gb free on each though, so I have to constantly be moving stuff over with post step. I'd like this to be completely automated... as in the artist just copies this to their maxscript, hits the check box, and renders.
The problem with this code is it chops off a piece of the output path every time it's run. Also, the fdc file is still written to the original networked location, not to c:/fumecache. Any ideas?
Code: global FumeFXNode = ffx
global OrigPath = FumeFXNode.GetPath "default"
global LocalPath = "C:\fumecache"
global OutputName = filterString OrigPath "\\"
global BaseName = (OutputName[(OutputName.count)])
global BasePath = ""
for a = 1 to (OutputName.count-1) do
(
BasePath = BasePath + OutputName[a] + "\\"
)
fn PreSim = (
FumeFXNode.SetPath (LocalPath + "\\" + BaseName) "default"
)
fn PostSim = (
DosCommand ("copy /Y " + (LocalPath + "\\" + BaseName) + "* " + (BasePath))
FumeFXNode.SetPath (OrigPath) "default"
)
fn PostStep = (
DosCommand ("move /Y " + (LocalPath + "\\" + BaseName) + "*.fxd " + (BasePath))
)
Also, is there a function to add text to the selected fumefx windows maxscript section?
I'd like to have a toolbar button that would add this to the fumefx container each time.
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| PFlow Particles not emitting smoke over time |
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Posted by: JuGoran - 05-26-2011, 10:55 PM - Forum: FumeFX & NodeWorks [max]
- Replies (8)
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hey, I'm trying to figure out how to setup a particle flow so that particles stop emitting smoke over time based on particle age.
animated the smoke amount just changes the smoke amount on all the partials simultaneously, which is not what I want.
I see there are particle age channels, but the documentation on them is VERY sparse and doesn't explain it very much, if at all, I have a rough idea how it SHOULD work, but doesn't seem to work that way, so I'm missing something.
thanks
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| [Wish] Preview window behavior X 3 |
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Posted by: Jordan - 05-26-2011, 05:19 AM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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1 - It would be great if the preview window could have the option to render voxels that contain deflectors as solid black voxels so you could get a better idea of how the fire looks with objects inside it. It seems like this information already exists in the fxds as the Pflow operator has the delete particles in contact with object checkbox.
2 - It would also be good if the preview would work properly with the gamma settings in max.
Our standard settings are Enable Gamma/LUT correction: checked, Gamma: 2.2, Affect Color Selectors: checked, Affect Material Editor: Checked, Bitmap files Input and Output set to 1.0.
With these settings the fumeFX Preview does not get a inverted gamma 2.2 applied to it so it looks too dark.
3 - Lastly it would be great to be able to show an image sequence in the preview too! We generally have jpgs of the plate as the viewport background, so copying this would be great! or just a way to pick a frame sequence. We generally wouldn't like it to pick up on the environment background as we always render on black then comp it over the plate. Saying this even having a background color override would be good rather than just getting what is in the environment colour.
Of course, maxscript access to all these things would be very welcomed 
These three things would pretty much eliminate the need to do quick preview renders and allow us to get high quality, useful previews out quickly and efficiently.
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| Simulation continuation after a frame goes missing |
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Posted by: duckyamucktoo - 05-23-2011, 04:52 AM - Forum: FumeFX & NodeWorks [max]
- Replies (5)
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Hey All,
I simmed out some Fume, and then a wavelet simulation. During the simulation is errored saying that I was missing frame 117 (then it went on to waveletting the frames after). I went back in to investigate and, indeed, frame 117 was missing. Not sure how or why, but its gone.
If I move the post-117 FXD files and try and resimulate from that frame, I get a message saying there is data up to 133 (the end of the sequence) and would I like to start there. I presume this information is coming from the FDC file. Is there a way to restart the simulation at frame 117-133 without resimming from the very beginning?
Thanks much!
~tsp
Todd Sheridan Perry
CG Supervisor, Prime Focus
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