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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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FumeFX 7.6 [max] update
Forum: Announcements
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08-05-2026, 01:10 PM
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
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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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TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
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FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
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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

 
  negative spherical wind
Posted by: Frank_red - 04-18-2011, 02:39 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hi everyone,

I've been working with fume not too long, but I'm pretty like it.

I do find one problem. I have the impression that negative value wind does not work...

I have a spherical wind in mx that hase a negative value as I would like the smoke to get driven to it...but after few simulation with -20 or -100 ... it does not seems to affect the smoke...

am I wrong ? if yes, please give me a tip about it.

Fra.


  Any news on Dreamscape?
Posted by: phloog - 04-15-2011, 12:27 PM - Forum: DreamScape - Replies (5)

Looks like the last post was ..six months ago?

I am also a Vue user, but still like DS for lots of things...is this in development in terms of new features....supported in terms of an update to work with Max 2012...both?

Thanks


  fire.avi
Posted by: jstrob2 - 04-15-2011, 02:23 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

I saw the example fire.avi in the gallery and wonder if it would be possible to get that scene. I would like to study it.

thanks


  Is non-clamped color work with afterburn?
Posted by: renochew - 04-14-2011, 12:02 PM - Forum: AfterBurn - Replies (5)

Hi, just want to confirm that if the fusionworks non-clamped color work with Afterburn or not, because I am unable to get a unclamped render.

Thanks!


  Afterflics authorization
Posted by: shawnolson - 04-14-2011, 05:24 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

I seem to be unable to get the AfterFLICS working correctly. I am trying to activate it on the network server and it always tells me to check the internet connection. I added all firewall exceptions and still it just fails. It seems like it should work in the same manner that DCPFLICS works as the interface is almost identical... but AfterFLICS is not working for me...

Any suggestions?

If it matters, all the machines and server are Windows 7 64bit.


  [Feature Request] Alpha -1 for fire and smoke
Posted by: Jordan - 04-11-2011, 01:49 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

It would be great to have some options for using fume as matte objects. Im thinking a spinner to set the smoke alpha to -1 and the fire alpha to -1 and also a matte checkbox so no color gets contributed to the render.
This would be great for getting very accurate mattes of particle systems and even other fume grids that need to be comped through a fume grid. As we are working on a fume heavy stereo project we need really accurate mattes. At the moment we are having to render the fume grid by itself, then in the particle system pass we need to copy the grid, and make all the fume colors black then use a multimatte render element to get a proper alpha of the particles. If we were trying to render a fume grid matted by another fume grid we would end up with another pass and more copies of the grids to rebuild an alpha.
Ive tried getting the Materila ID out of fumeFX into a render elelemnt without success.


  Afterburn for Max 2012
Posted by: shawnolson - 04-08-2011, 01:39 PM - Forum: AfterBurn - Replies (2)

Just curious when Afterburn (and Dreamscape) will be updated for Max 2012. I saw in the FumeFX forum an installer for Fume already... Just curious...


  comping smoke and fire
Posted by: Rareden - 04-06-2011, 11:10 PM - Forum: FumeFX & NodeWorks [max] - Replies (1)

hi, ive simed a simple fire and ive done the smoke and fire on separate computers so is their a way i can comp the 2 smoke and fire sims into one so i can have scattering in the smoke instead of rendering them separately and having lightless smoke


  FumeFX 2.1c RC (bug fixes + 3ds max 2012 compatibility)
Posted by: sitnisati - 04-06-2011, 12:52 PM - Forum: FumeFX & NodeWorks [max] - Replies (6)

Hello,

Please find below temporary links for FumeFX 2.1c that is also compatible with 3ds max 2012. This is a release candidate build and if we do net get new bug reports, this build will become available inside the members area early next week.

http://www.afterworks.com/members/files ... 1R2010.exe
http://www.afterworks.com/members/files ... 1R2011.exe
http://www.afterworks.com/members/files ... 1R2012.exe

If you find any bug, please email me at kresimir@afterworks.com

Thank you.

Kresimir Tkalcec
_________________________________________

Change log for 2.1c

- MXS added vdSmokeMultiplier, vdTempMultiplier.
- FumeFX_MR.dlt loading problem under Windows 7 SP1 (.dlt is moved to FumeFX.dlo).
- Canceling IlluminationMap creation could crash 3ds max.
- Hidden FumeFX object render bug.
- FusionWorks Z buffer didn’t properly update scene after first frame.
- FumeFX automatically enabled Autobackup during the simulation.
- FusionWorks RenderElements now does not cause 64 bit output warning.
- ThinkingParticles 4.0 Follow Operator added Influence % input.
- VRay did not cancel rendering if user have hit cancel during Illumination Map creation.
- Simulation shortcut “CTRL+SHIFT+S” crashed FumeFX on start.
- Sub-texmaps didn’t properly update until the material editor was opened.


  in need of a tip
Posted by: Frank_red - 04-06-2011, 07:36 AM - Forum: FumeFX & NodeWorks [max] - Replies (5)

Hi,

I need a bit of help with a work I'm doing.

I'm suppose to create a small cloud of smoke and follow it while it goes up.

I managed dissipation and turbulence, but the simulation start to slow down after 60 frames, and cannot continue after 90 frames....it freez up.

the scene is simple, a simple emitter that during 3 frames sends out smoke with 30 density.

then the gravity does the job to follow the camera that was tracked.

I have 200 frames, but I cannot get passed the 100....... quality is about 3 and itinerations 30....not that heavy.

any idea or tips?

Thank you.

Francesco.