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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
Last Post: Kresimir Tkalcec
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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» 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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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
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» 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
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» 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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| [Feature Request] Multi scattering RE + Lighting Only RE |
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Posted by: Jordan - 04-06-2011, 12:32 AM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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It would be great to have 2 new Render Elements that would split the smoke into the Multi Scattering component and the Lighting influence component so when using RGB lighting to get individual light control in comp you could also plus the Multi Scattering RE over the top without having to do two passes.
Just to explain it properly, if you had a render with 3 lights (one red, one green and one blue) lighting the smoke with some nice red/yellow/orange fire with Mutil scattering on the Multi Scattering RE would be like the smoke RE but with the 3 lights turned off and the Lighting Only RE would be as if the Multi scattering is turneed off and the 3 lights are turned on.
Plussed together they would be identical to the Smoke RE.
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| [Bug] Maxscript Access to Smoke and Temprature Buoancy |
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Posted by: Jordan - 04-05-2011, 11:32 PM - Forum: FumeFX & NodeWorks [max]
- Replies (5)
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I mentioned this before but now I've had a bit more of a look at it I can see what the issue may be.
Changing Smoke Buoyancy to 2 (or Temp Buoyancy..Fuel Buoyancy seems fine) prints out in the MAXScript listener:
$.SmokeBuoyancy = 2
but setting this property via maxscript does not change anything. You can then query the value $.SmokeBuoyancy and it will return what you have set in maxscript but it will not be reflected in the UI, nor in the sim.
I have had a look through the subanims and it seems setting $.SmokeBuoyancy is setting
$[4][1].Smoke_Buoyancy when it should be setting $[4][3].Smoke_Buoyancy.
It seems that $.Smokebuoyancy is not hooked up to $[4][3].Smoke_Buoyancy properly.
With Temperature Buoyancy $.TemperatureBuoyancy is hooked up to $[4][1].Temperature_Buoyancy, not $[4][4].Temperature_Buoyancy.
The other parameters in the smoke and Temp rollouts seem fine (apart from the vdMultiplier being duplicated so there is no access to the temp vdMultipler).
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| Alpha Channel for Fire & Smoke passes |
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Posted by: AlexC - 04-05-2011, 02:34 PM - Forum: FumeFX & NodeWorks [max]
- Replies (5)
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Hi,
When I render seperate Smoke and Fire passes in 3dsMax 2011 64bit, the alpha channel is the same for both passes!? Is this correct?
If I disable Smoke and render Fire only (and vice versa), I get the correct alpha in the passes which allows more freedom in the comp.
I am confused as to why there is an option to render the elements if the alpha is the same.
Am I a missing a trick here in the comp stage or should the alpha's be different when rendering both smoke and fire together and saving the different elements?
I have searched as much as possible, and have not found an answer here, so apologies if a post exists.
Thanks
AlexC
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| Wishlist - Spacewarps Influence Percentage |
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Posted by: Intrinsia - 04-04-2011, 12:37 AM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Is there a possibility of being able to dial in the influence amount of a spacewarp in a simulation? For example, if I have a gravity spacewarp in my Objects list, it would be nice to have the ability to use a percentage of that force. So if the gravity in my resulting sim looked to heavy, I could simply select the Gravity in the Objects list, and dial it down to say 50% instead of 100%.
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| Random crash with multiple PF source |
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Posted by: renochew - 03-31-2011, 10:30 AM - Forum: AfterBurn
- Replies (3)
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I got a situation. I have three PF source, each have its own Position Object node and ABurn node, I got random crash during ABMap calculation, I tried a lot of way debugging it with no success, they crash in different frame number. I can render out each of them separately without problem, so I think maybe the particle count is to much (around 5k), but then I try grouping all three position object into one PF source and adjust accordingly the amount of particles, it render without problem. But of course I lost individual control.
The 3 original particle system and AB setup are very similar, I separated them just for fine tuning things. What is the possible cause of this problem?
Thanks in advanced.
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| Textures not getting applied to object/simple sources. |
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Posted by: Jordan - 03-24-2011, 11:17 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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We are having a very big issue with textures getting loaded onto simple sources and object sources.
It seems that if you open up a file, select fumeFX and start simming and you have bitmaps (procedural textures seem fine) on your object sources or simple sources, those bitmaps are passed as being black untill you either view them in the material editor or use maxscript to do something like this:
Code: srcCount = 0
for obj in objects where classOf obj == Object_Src do
(
srcCount +=1
if(obj.fuelmap!=undefined) then renderMap obj.fuelmap
if(obj.tempmap!=undefined) then renderMap obj.tempmap
if(obj.densmap!=undefined) then renderMap obj.densmap
if(obj.extravelmap!=undefined) then renderMap obj.extravelmap
)
I have attached a file that shows this problem. Open the file, select the fume grid and hit sim. You will notice nothing is happening. While it is simming open the material editor. Now the bitmaps are rendered and applied to the sources properly.
This is a huge issue and we cant rummage through the whole scene and put all our maps in the material editor every time we need to sim. And also breaks our sims if they are network simmed.
The above snippet of code works well for Object Sources, and i would be happy to put this in an 'on scene open' callback but there is no access to the Simple Source maps at all!
This brings me to another issue. If you open the attached file and run
Code: getclassinstances RGB_Multiply
you get the 4 fuel and smoke maps that are on the simple source and object source. Clear the material editor and run it again and you get nothing! Its like the Sources are hiding the maps from max completely!
Running this:
when you have the source selected the Maps dont turn up. And also the objects in the object source don't turn up either.
It would be great if we could get a fix for the texture issue as it is causing us a lot of problems in our pipeline.
Thanks!
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| FumeFX Crash on Render |
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Posted by: mnarlock - 03-24-2011, 08:33 PM - Forum: FumeFX & NodeWorks [max]
- Replies (5)
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Hello,
I'm getting a consistent crash with fumefx (2.1b) and 3ds max 2011 64 and 32 bit. The file I'm using is one that fumefx comes with, torus on fire. I'm enclosing the file here. The only thing I've done to it is not render the fire. I can render individual stills, but when I render the stills as an animation (for the purposes of this email I've tried to render them as jpegs), Max crashes part way through the first frame. I've tried using scanline as well as vray 1.5.
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| [Feature Request] Post "Void Src" |
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Posted by: FabianB - 03-22-2011, 08:26 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Hey guys,
I'm working on a pretty complex scene at the moment and I thought about 2 features that would really help me to speed up my workflow.
01. A post "void src", pretty much like culling in krakatoa. Would be awesome to be able to just pick a scene object and every voxel that is inside gets deleted.
02. The ability to constrain the adaptive grid to a specific channel.
I would really love to see this in a future release.
cheers,
Fabian
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