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  FumeFX 2.0 Net Rendering installation
Posted by: ddustin - 02-23-2011, 04:33 PM - Forum: FumeFX & NodeWorks [max] - Replies (6)

Do we need to do a full install on each of the render nodes or can we just copy the folders listed in the MI (manual installation)?

I am assuming we need to remove the earlier version(s) on the render nodes.

Thanks,
David


  How tu use the Zdepth ?
Posted by: TiRomain - 02-18-2011, 01:15 PM - Forum: FumeFX & NodeWorks [max] - Replies (6)

Hi,

I try to use the Zdepth with nuke, but it's totally different with the smoke pass.
I use Scanline Render, I check "Create Channels" and "Non Clamped Color" in the Fusion Works Renderer. In the renderer setup, I put the Color Range Limiting on scale.

I'm a bit lost.


Thanks
Romain


  Rendering Fumefx "slices"
Posted by: p Hagar - 02-15-2011, 08:14 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

What I would like to do is basically be able to render a slice of a sim as if "Show Slice" in the FumeFX Modifier>Viewport panel actually affected the rendering and not just the viewport. Any ideas on how to do this?

I've been looking at using Krakatoa to do something like this but am having trouble getting the Krakatoa renders to look anywhere near as good as a straight Fumefx render. I'm a noob using Krakatoa so I'm sure that has something to do with it.

Any help is appreciated!


  Clamped Colors in 2011: overbright no longer working?
Posted by: lxdengar - 02-15-2011, 02:05 AM - Forum: FumeFX & NodeWorks [max] - Replies (13)

Hi all,

it appears that with max 2011 and the new EXR output driver, I can no longer get non-clamped colors out of max scanline. Is this the case?

The previous version of the output plugin (1.21 exr 1.01) had the ability to support realpixel format, but the latest plugin in 2011 does not.

I never understood why fume supported realpixel btw - its a dead format that was a stepping stone to full 16 or 32-bit images. I'm considering rolling back the plugin to see if I can get the non-clamped version back.


Does anyone have a workaround for this issue? What happened to non-clamped colors in 2011?

Thanks!

Mike


  FumeFX user errors
Posted by: Nathank - 02-13-2011, 04:13 PM - Forum: FumeFX & NodeWorks [max] - Replies (9)

Hello and greetings, this is my first post on the FumeFX forums. I would Like to begin by asking a few questions and describing a few of the errors that I encounter.
I have had FumeFX for over a year now, I haven't used it much, but I've always had it and played with it from time to time. Now that I am attending a visual FX school, I decided I should get to learn FumeFX in and out as it is a very powerful plugin. The first error that I encounter is when I render with Mental Ray, I get the
following error message: Error : Atmospheric "fusionWork Renderer is not supported.

This bugs me a lot and I'm sure it's something I'm doing. If anyone can help, that would be very appreciated.

Another problem that I'm having, is when I render at very high res settings, I get color banding. Again, this may be a renderer problem, but I do receive the same issues when I render with the default scanline renderer as well. My settings are like .63 spacing and quality 10 and Maximum iterations at 500. The color banding is kind of large, and the smoke and fire do not appear to have any detail whatsoever. If anyone can help me fix these issues, I will be very very grateful.

Sincerely Nathan.


  [Bug] Maxscript acces to some properties in FumeFX2+
Posted by: Jordan - 02-11-2011, 12:26 AM - Forum: FumeFX & NodeWorks [max] - Replies (8)

Im having some trouble setting some properties of a fumeFX 2.1 grid with maxsript.

.SmokeBuoyancy and .TemperatureBuoyancy cannot be set, or at least dosent update in the UI properly.
Try $.SmokeBuoyancy = 1.234 then check the UI, it dosent update, but $.SmokeBuoyancy returns 1.234. Now try changing the SmokeBuoyancy in the UI to 2.5 then run $.SmokeBuoyancy... it returns 1.234 !!
What is the real value?!?!

the vdMultiplier of both Smoke and Temp are both called $.vdMultipler so its impossible to set the temp vdMultiplier

The properties for WT Fire Threshold and WT Fule Threshold seem to be missing.


  [Wish] Support for multiple UV coordinates in Object_Src
Posted by: Jordan - 02-08-2011, 02:54 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

It would be very useful for the object sources to support multiple mapping channels.
It should just take the mapping from the map itself rather than have a spinner in the object source


  rendering crashes
Posted by: Stiles818 - 02-07-2011, 04:14 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

hello,
Not sure if this is a 3ds max thing or a FFX thing but I thought i'd ask.

i'm trying to render a 200 frame ffx simulation but Max just flat out crashes on me. it's the default scanline renderer. has anyone else experienced this?

i need help


  Linking Fume Grid to moving object
Posted by: AdWalker - 02-06-2011, 11:36 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hi all, I've been working on this for a bit and am yet to find an answer.

I was wondering is there a way of linking the Fume Grid to a moving object and still have the Fume fire react to the objects motion dynamically.

All that happens at the moment is the fire burns straight up as if its not moving.

I saw Phoenix is able to do this and was hopping Fume could to.

Thanks.


  geometry being skipped
Posted by: Gabriel - 02-03-2011, 10:42 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hi,

Im using a geometry to filter the emission of fumefx.
The problem is that the geometry is being skipped because it has reached memory limits.
is there a way to fix that problem ?

thanks

Windows 7
i7 950@3.07ghz
24gb ram
64 bits