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Afterburn for new versions of 3ds Max?
#1
Are there any plans to release Afterburn for new versions of 3ds Max? Is Afterburn still in development?
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#2
Hello,

AfterBurn is end-of-life so it's not developed anymore, but we will look into max 2025 build once we release FumeFX 6.5 update.
Best regards,
Kresimir Tkalcec
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#3
(08-24-2024, 10:42 PM)Kresimir Tkalcec Wrote: Hello,

AfterBurn is end-of-life so it's not developed anymore, but we will look into max 2025 build once we release FumeFX 6.5 update.
Thank you for reply. I wish you made re-work for Afterburn plugin. Afterworks engine has issues when rendered in V-Ray on multicore CPUs. But it still could be useful in some of tasks when rendered as a separate pass with lower settings. Sometimes I really miss this plugin.
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#4
Hello,

AfterBurn was replaced with FumeFX for all the smoke, clouds and similar tasks.
What is the AfterBurn feature that you miss the most?

Thank you.
Best regards,
Kresimir Tkalcec
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#5
I mostly use Afterburn or particles with sprites for distant missile trails, distant vehicles dust, distant smoke columns. This is just so complicated to use fluid simulation for such tasks instead of particle system with Afterburn or sprites. How would you do such long missile trail with FumeFX?
https://vimeo.com/manage/videos/936893166
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#6
(08-27-2024, 01:21 AM)Vipera Wrote: I mostly use Afterburn or particles with sprites for distant missile trails, distant vehicles dust, distant smoke columns. This is just so complicated to use fluid simulation for such tasks instead of particle system with Afterburn or sprites.  How would you do such long missile trail with FumeFX?
https://vimeo.com/manage/videos/936893166

Hello,

Yes, indeed - for such usage AfterBurn was easy to use and fast to setup, but as you've said a camera facing particle shape with a radial falloff/map would also do the job which is what probably most users already do.
Best regards,
Kresimir Tkalcec
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#7
(08-27-2024, 01:46 PM)Kresimir Tkalcec Wrote: Yes, indeed - for such usage AfterBurn was easy to use and fast to setup, but as you've said a camera facing particle shape with a radial falloff/map would also do the job which is what probably most users already do.

The problem with the sprites is that they cannot cast correct shadows and they cannot get correct lighting with self shadows. Afterburn was good for such tasks. I had used it for many years even after FumeFX was released. I stopped to use it because its render engine is very slow on multicore CPUs, what I reported in Afterburn and FumeFX forums. I switched to PhoenixFD for this reason but I still cannot find a replacement for Afterburn.
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#8
Hello,

To render FumeFX with V-Ray the proper way is to sim to .vdb and use VRay volume grid as this is the only way to get the maximum out of V-Ray, including V-Ray GPU.
In FumeFX 6.1.2 we have added a new shader that simplifies the process so artists can skip tedious setup tasks:
http://docs.afterworks.com/FumeFX6max/6%201%202.htm


I see your point and if there is more interest we might include AfterBurn into the future FumeFX 6+ package in addition to other tools that we have added so far.


Thank you.
Best regards,
Kresimir Tkalcec
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#9
Thank you for information. I am interested in Afterburn for future FumeFX releases. I hope it will work fast on modern CPUs. I was not able to open page you provided. My NOD32 antivirus blocks it.
Website blocked
This web page may contain dangerous content that can provide remote access to an infected device, leak sensitive data from the device or harm the targeted device.
Access to the web page has been blocked.
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#10
Hello,

You can remove that NOD32 marks healthy non-https web pages as dangerous, but thanks for the info - we will update docs page to https.
https://forums.tomshardware.com/threads/...s.3509987/

Here is the YouTube url: https://youtu.be/ljkEAVkx6QI?si=-6QZP1mV0rku30po
Best regards,
Kresimir Tkalcec
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