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		<title><![CDATA[Sitni Sati Forums - All Forums]]></title>
		<link>https://forum.afterworks.com/</link>
		<description><![CDATA[Sitni Sati Forums - https://forum.afterworks.com]]></description>
		<pubDate>Thu, 04 Jun 2026 19:00:02 +0000</pubDate>
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			<title><![CDATA[U4GM Diablo 4 Where To Craft Mythic Items]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2288</link>
			<pubDate>Thu, 04 Jun 2026 10:20:04 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=4036">Andrew736</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2288</guid>
			<description><![CDATA[The PTR has made Diablo 4's endgame feel a lot less like staring at the floor and hoping the right thing drops. The big change is the new Mythic crafting setup, which gives players a real way to shape their best gear instead of just praying to RNG. If you've spent seasons sorting through piles of <a href="https://www.u4gm.com/diablo-4/items" target="_blank" rel="noopener" class="mycode_url">D4 items</a>, you'll get why this matters. A strong drop still matters, of course. But now it can be the start of a project, not the end of the conversation.<br />
<br />
A more hands-on crafting loop<br />
<br />
The new transmutation menu feels familiar in a good way. It has that old Horadric Cube energy, where you throw rare materials into a system and expect something serious to happen. On the test realm, some of the materials still look rough around the edges, with placeholder-style names and tooltips that simply say they're used for Mythic crafting. That's normal for PTR stuff. What matters is the shape of the system. Players collect these high-end currencies, sometimes in large amounts, then spend them to craft or adjust top-tier pieces. It's not just a vendor upgrade. It feels more like a proper endgame workbench.<br />
<br />
Bad rolls don't feel as painful now<br />
<br />
One of the best parts is how this changes the way you look at Ancestral Unique gear. A powerful item with Item Power 900 can drop with one or two stats that make you groan. In the live game, that often means salvage, stash clutter, or a sad little comparison check before moving on. With the new system, that same item might still be worth keeping. You can work on specific affixes, remove unwanted ones, or take a risk on a more chaotic reroll. It adds tension, but the good kind. You're making choices, not just cleaning your bags.<br />
<br />
Builds can get much more personal<br />
<br />
This is where the system starts to get interesting for serious players. The PTR already shows unique pieces that change how a class behaves, not just how much damage it deals. Some items lean into forms, shadows, resource tricks, or attribute-based scaling. When you add Mythic crafting on top of that, the gap between a decent build and a tuned build gets wider. A helm, ring, or amulet can become the centre of a setup. Then the crafting layer lets you push it closer to what your build actually needs. It's the kind of thing theorycrafters will pick apart for weeks.<br />
<br />
Why players are watching this closely<br />
<br />
This update also answers a complaint Diablo 4 has heard for a long time: endgame gear needs more direction. Random drops are part of Diablo's identity, and they shouldn't disappear. Still, players want some control after putting in the hours. Mythic crafting gives that grind a clearer purpose. You farm the base, gather the materials, then decide what's worth investing in. For players who trade, farm, or even look to <a href="https://www.u4gm.com/diablo-4/items" target="_blank" rel="noopener" class="mycode_url">buy cheap D4 items</a> while planning a build, this system makes item value easier to understand because a near-perfect piece can be improved instead of ignored.]]></description>
			<content:encoded><![CDATA[The PTR has made Diablo 4's endgame feel a lot less like staring at the floor and hoping the right thing drops. The big change is the new Mythic crafting setup, which gives players a real way to shape their best gear instead of just praying to RNG. If you've spent seasons sorting through piles of <a href="https://www.u4gm.com/diablo-4/items" target="_blank" rel="noopener" class="mycode_url">D4 items</a>, you'll get why this matters. A strong drop still matters, of course. But now it can be the start of a project, not the end of the conversation.<br />
<br />
A more hands-on crafting loop<br />
<br />
The new transmutation menu feels familiar in a good way. It has that old Horadric Cube energy, where you throw rare materials into a system and expect something serious to happen. On the test realm, some of the materials still look rough around the edges, with placeholder-style names and tooltips that simply say they're used for Mythic crafting. That's normal for PTR stuff. What matters is the shape of the system. Players collect these high-end currencies, sometimes in large amounts, then spend them to craft or adjust top-tier pieces. It's not just a vendor upgrade. It feels more like a proper endgame workbench.<br />
<br />
Bad rolls don't feel as painful now<br />
<br />
One of the best parts is how this changes the way you look at Ancestral Unique gear. A powerful item with Item Power 900 can drop with one or two stats that make you groan. In the live game, that often means salvage, stash clutter, or a sad little comparison check before moving on. With the new system, that same item might still be worth keeping. You can work on specific affixes, remove unwanted ones, or take a risk on a more chaotic reroll. It adds tension, but the good kind. You're making choices, not just cleaning your bags.<br />
<br />
Builds can get much more personal<br />
<br />
This is where the system starts to get interesting for serious players. The PTR already shows unique pieces that change how a class behaves, not just how much damage it deals. Some items lean into forms, shadows, resource tricks, or attribute-based scaling. When you add Mythic crafting on top of that, the gap between a decent build and a tuned build gets wider. A helm, ring, or amulet can become the centre of a setup. Then the crafting layer lets you push it closer to what your build actually needs. It's the kind of thing theorycrafters will pick apart for weeks.<br />
<br />
Why players are watching this closely<br />
<br />
This update also answers a complaint Diablo 4 has heard for a long time: endgame gear needs more direction. Random drops are part of Diablo's identity, and they shouldn't disappear. Still, players want some control after putting in the hours. Mythic crafting gives that grind a clearer purpose. You farm the base, gather the materials, then decide what's worth investing in. For players who trade, farm, or even look to <a href="https://www.u4gm.com/diablo-4/items" target="_blank" rel="noopener" class="mycode_url">buy cheap D4 items</a> while planning a build, this system makes item value easier to understand because a near-perfect piece can be improved instead of ignored.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[U4GM GTA 5 Tips for June Weekly Money Rewards]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2287</link>
			<pubDate>Thu, 04 Jun 2026 10:19:22 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=4036">Andrew736</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2287</guid>
			<description><![CDATA[Los Santos has a proper money week on its hands from June 4 through June 11, and it's the sort of update where even casual players can stack cash without living in loading screens. If you've been grinding fresh characters, browsing <a href="https://www.u4gm.com/gta5/accounts" target="_blank" rel="noopener" class="mycode_url">GTA 5 Modded Accounts</a>, or just trying to fund another garage slot, the best move is pretty clear: start with the new Community Mission Series jobs and build your week around them.<br />
<br />
Community Jobs Are the Main Grind<br />
<br />
The big draw is the set of seven new Community Mission Series jobs paying 4x GTA&#36; and RP. That's not a small bump. It makes these jobs the easiest recommendation for anyone who wants quick income without overthinking the route. Better yet, finishing all seven gives you a GTA&#36;500,000 bonus, paid within 72 hours. It's a nice chunk of change for simply clearing the full list. On top of that, the weekly challenge asks you to rob two Stash Houses. Do that and another GTA&#36;100,000 lands in your account, which is about as low-effort as GTA Online rewards get.<br />
<br />
Business Owners Get a Strong Week Too<br />
<br />
If you run biker businesses, the Meth Lab is worth dusting off. Meth Lab Sell Missions are paying 2x GTA&#36; and RP, so stock that thing and move product while the bonus is live. Street Dealers are also paying double, which is handy when you don't feel like starting a full sale mission. Players looking to expand can grab Meth Labs, upgrades, and modifications at 40% off. That discount matters, especially if you've been putting off equipment upgrades because the normal prices sting a bit.<br />
Activity or Item<br />
This Week's Bonus or Discount<br />
Community Mission Series<br />
4x GTA&#36; and RP<br />
Complete all seven Community Missions<br />
GTA&#36;500,000 bonus<br />
Two Stash House robberies<br />
GTA&#36;100,000 bonus<br />
Meth Lab Sell Missions<br />
2x GTA&#36; and RP<br />
Meth Labs and upgrades<br />
40% off<br />
<br />
Adversary Modes and Weapons Deals<br />
<br />
There's also good news if you'd rather fight other players than stare at business stock bars. Featured Series Adversary Modes are paying 2x rewards this week, with Top Fun, Turf Wars, Sumo, and Come Out to Play in the mix. These modes can be messy, loud, and a bit ridiculous, which is half the point. At the Gun Van, the Tactical SMG is 30% off. GTA+ members get a separate 40% discount on the Service Carbine, so it's a decent week to upgrade your weapon wheel without burning too much cash.<br />
<br />
Cars, Showrooms, and Prize Rides<br />
<br />
Vehicle collectors have plenty to check. The Declasse Draugur, Fathom FR36, Western Company Rogue, Rhino Tank, MTL Dune, BF Weevil, and BF Raptor are all 30% off. Premium Deluxe Motorsport is showing the Emperor Habanero, Albany Alpha, BF Bifta, Vapid Hustler, and Invetero Coquette BlackFin, while Luxury Autos has the Declasse Tampa GT and Grotti GT750 in the window. The Diamond Casino Lucky Wheel prize is the Vapid GB200. At the LS Car Meet, finish top three in LS Car Meet Series races for three days in a row and you'll unlock the Declasse Mamba for free.<br />
<br />
Robberies and Time Trials Worth Checking<br />
<br />
Salvage Yard owners get three fresh targets this week: the Benefactor SM722 through the Cargo Ship Robbery, the Annis ZR350 through the McTony Robbery, and the Dinka Sugoi through the Duggan Robbery. The regular Time Trial is at Grove Street, while the HSW Time Trial sits in Textile City. If you're short on starting funds or just don't want the slow early grind, some players look at <a href="https://www.u4gm.com/gta5/accounts" target="_blank" rel="noopener" class="mycode_url">GTA 5 Accounts for sale</a> before jumping into weeks like this, since the bonuses are much easier to use when you've already got a few businesses ready to go.]]></description>
			<content:encoded><![CDATA[Los Santos has a proper money week on its hands from June 4 through June 11, and it's the sort of update where even casual players can stack cash without living in loading screens. If you've been grinding fresh characters, browsing <a href="https://www.u4gm.com/gta5/accounts" target="_blank" rel="noopener" class="mycode_url">GTA 5 Modded Accounts</a>, or just trying to fund another garage slot, the best move is pretty clear: start with the new Community Mission Series jobs and build your week around them.<br />
<br />
Community Jobs Are the Main Grind<br />
<br />
The big draw is the set of seven new Community Mission Series jobs paying 4x GTA&#36; and RP. That's not a small bump. It makes these jobs the easiest recommendation for anyone who wants quick income without overthinking the route. Better yet, finishing all seven gives you a GTA&#36;500,000 bonus, paid within 72 hours. It's a nice chunk of change for simply clearing the full list. On top of that, the weekly challenge asks you to rob two Stash Houses. Do that and another GTA&#36;100,000 lands in your account, which is about as low-effort as GTA Online rewards get.<br />
<br />
Business Owners Get a Strong Week Too<br />
<br />
If you run biker businesses, the Meth Lab is worth dusting off. Meth Lab Sell Missions are paying 2x GTA&#36; and RP, so stock that thing and move product while the bonus is live. Street Dealers are also paying double, which is handy when you don't feel like starting a full sale mission. Players looking to expand can grab Meth Labs, upgrades, and modifications at 40% off. That discount matters, especially if you've been putting off equipment upgrades because the normal prices sting a bit.<br />
Activity or Item<br />
This Week's Bonus or Discount<br />
Community Mission Series<br />
4x GTA&#36; and RP<br />
Complete all seven Community Missions<br />
GTA&#36;500,000 bonus<br />
Two Stash House robberies<br />
GTA&#36;100,000 bonus<br />
Meth Lab Sell Missions<br />
2x GTA&#36; and RP<br />
Meth Labs and upgrades<br />
40% off<br />
<br />
Adversary Modes and Weapons Deals<br />
<br />
There's also good news if you'd rather fight other players than stare at business stock bars. Featured Series Adversary Modes are paying 2x rewards this week, with Top Fun, Turf Wars, Sumo, and Come Out to Play in the mix. These modes can be messy, loud, and a bit ridiculous, which is half the point. At the Gun Van, the Tactical SMG is 30% off. GTA+ members get a separate 40% discount on the Service Carbine, so it's a decent week to upgrade your weapon wheel without burning too much cash.<br />
<br />
Cars, Showrooms, and Prize Rides<br />
<br />
Vehicle collectors have plenty to check. The Declasse Draugur, Fathom FR36, Western Company Rogue, Rhino Tank, MTL Dune, BF Weevil, and BF Raptor are all 30% off. Premium Deluxe Motorsport is showing the Emperor Habanero, Albany Alpha, BF Bifta, Vapid Hustler, and Invetero Coquette BlackFin, while Luxury Autos has the Declasse Tampa GT and Grotti GT750 in the window. The Diamond Casino Lucky Wheel prize is the Vapid GB200. At the LS Car Meet, finish top three in LS Car Meet Series races for three days in a row and you'll unlock the Declasse Mamba for free.<br />
<br />
Robberies and Time Trials Worth Checking<br />
<br />
Salvage Yard owners get three fresh targets this week: the Benefactor SM722 through the Cargo Ship Robbery, the Annis ZR350 through the McTony Robbery, and the Dinka Sugoi through the Duggan Robbery. The regular Time Trial is at Grove Street, while the HSW Time Trial sits in Textile City. If you're short on starting funds or just don't want the slow early grind, some players look at <a href="https://www.u4gm.com/gta5/accounts" target="_blank" rel="noopener" class="mycode_url">GTA 5 Accounts for sale</a> before jumping into weeks like this, since the bonuses are much easier to use when you've already got a few businesses ready to go.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[U4GM PoE2 Where to Farm Big Boom Logbooks]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2286</link>
			<pubDate>Thu, 04 Jun 2026 10:18:21 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=4036">Andrew736</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2286</guid>
			<description><![CDATA[The Big Boom Expedition setup in Path of Exile 2 is one of those farming plans that feels messy the first time, then suddenly clicks. You're not carefully placing charge after charge. You're setting up one huge blast and letting the whole screen wake up at once. For players chasing logbooks, Verisium, rares, and raw <a href="https://www.u4gm.com/path-of-exile-2/currency" target="_blank" rel="noopener" class="mycode_url">PoE 2 Currency</a>, this method can turn ordinary high-tier maps into proper loot piles, as long as the Atlas and map rolls are doing their part.<br />
<br />
Why One Explosive Changes Everything<br />
<br />
The key passive is Refined Formula. It gives Expedition explosives a much larger radius and placement range, but it also cuts you down to one explosive. That sounds like a drawback until you use it in maps. Instead of walking around and planning a neat route, you drop one charge, catch as many remnants as possible, and fight the result. It's faster, rougher, and far more explosive. The real trick is that all the affected remnants are triggered together, so their effects start stacking in ways that normal multi-charge Expedition doesn't always manage.<br />
<br />
Chasing Logbooks in Regular Maps<br />
<br />
Logbooks are the main reason many players run this strategy. They open the door to Grand Expeditions, and because they're always in demand, they tend to hold strong trade value. The target in maps is Verisium Remnants. You won't see logbooks raining down every run, so don't expect magic after two maps. But if you're clearing Tier 15 areas with solid modifiers and you keep hitting good remnant clusters, the returns start to feel much more reliable. It's the kind of farm where volume matters. Run clean maps, move quickly, and don't waste time on weak layouts.<br />
<br />
Getting More From Runes<br />
<br />
Verisium Remnants are what make the setup spicy. They can add extra runes to future remnants, and with the Big Boom approach, several Verisium Remnants can affect each other at the same time. If you catch three of them in the blast, the later reward wave can end up loaded with extra rune effects. That's where the loot burst comes from. Remnants with seven, eight, or nine rune slots are the ones you really want to see. Time Rune is especially nasty, since slain monsters can come back at higher rarity. Add monster rarity, modifier transfer, and respawn effects, and the screen can turn into a mess of items very quickly.<br />
<br />
Map Setup That Actually Helps<br />
<br />
Don't cheap out on the map side if you're trying to make this farm pay. Six-mod Tier 15 Waystones are the usual baseline, with monster rarity and monster effectiveness being high priorities. Tablets matter too. Irradiated Tablets and Overseer Tablets are strong picks, but any tablet that pushes item rarity or monster power can work. On the Atlas tree, Evolutionary Pressure is a standout because it rewards maps with more explicit modifiers and helps rare monsters become more valuable targets. Disengaged Safeties also fits well, since irradiated areas add another layer of reward scaling.<br />
<br />
One Mistake That Can Burn a Logbook<br />
<br />
There's one thing you really don't want to forget. Refined Formula is great in normal maps, but it's awful inside actual Grand Expeditions. Those areas are built around careful multi-explosive routing, uncovering side rewards, ruins, caves, and special encounters. If you enter with only one explosive, you can ruin an expensive logbook before you've even started. Before running Uncharted Waters, remove the passive and check your tree twice. Some players would rather trade for upgrades or browse <a href="https://www.u4gm.com/path-of-exile-2/currency" target="_blank" rel="noopener" class="mycode_url">PoE 2 Currency for sale</a> after a bad mistake, but it's far better to avoid wasting the logbook in the first place.]]></description>
			<content:encoded><![CDATA[The Big Boom Expedition setup in Path of Exile 2 is one of those farming plans that feels messy the first time, then suddenly clicks. You're not carefully placing charge after charge. You're setting up one huge blast and letting the whole screen wake up at once. For players chasing logbooks, Verisium, rares, and raw <a href="https://www.u4gm.com/path-of-exile-2/currency" target="_blank" rel="noopener" class="mycode_url">PoE 2 Currency</a>, this method can turn ordinary high-tier maps into proper loot piles, as long as the Atlas and map rolls are doing their part.<br />
<br />
Why One Explosive Changes Everything<br />
<br />
The key passive is Refined Formula. It gives Expedition explosives a much larger radius and placement range, but it also cuts you down to one explosive. That sounds like a drawback until you use it in maps. Instead of walking around and planning a neat route, you drop one charge, catch as many remnants as possible, and fight the result. It's faster, rougher, and far more explosive. The real trick is that all the affected remnants are triggered together, so their effects start stacking in ways that normal multi-charge Expedition doesn't always manage.<br />
<br />
Chasing Logbooks in Regular Maps<br />
<br />
Logbooks are the main reason many players run this strategy. They open the door to Grand Expeditions, and because they're always in demand, they tend to hold strong trade value. The target in maps is Verisium Remnants. You won't see logbooks raining down every run, so don't expect magic after two maps. But if you're clearing Tier 15 areas with solid modifiers and you keep hitting good remnant clusters, the returns start to feel much more reliable. It's the kind of farm where volume matters. Run clean maps, move quickly, and don't waste time on weak layouts.<br />
<br />
Getting More From Runes<br />
<br />
Verisium Remnants are what make the setup spicy. They can add extra runes to future remnants, and with the Big Boom approach, several Verisium Remnants can affect each other at the same time. If you catch three of them in the blast, the later reward wave can end up loaded with extra rune effects. That's where the loot burst comes from. Remnants with seven, eight, or nine rune slots are the ones you really want to see. Time Rune is especially nasty, since slain monsters can come back at higher rarity. Add monster rarity, modifier transfer, and respawn effects, and the screen can turn into a mess of items very quickly.<br />
<br />
Map Setup That Actually Helps<br />
<br />
Don't cheap out on the map side if you're trying to make this farm pay. Six-mod Tier 15 Waystones are the usual baseline, with monster rarity and monster effectiveness being high priorities. Tablets matter too. Irradiated Tablets and Overseer Tablets are strong picks, but any tablet that pushes item rarity or monster power can work. On the Atlas tree, Evolutionary Pressure is a standout because it rewards maps with more explicit modifiers and helps rare monsters become more valuable targets. Disengaged Safeties also fits well, since irradiated areas add another layer of reward scaling.<br />
<br />
One Mistake That Can Burn a Logbook<br />
<br />
There's one thing you really don't want to forget. Refined Formula is great in normal maps, but it's awful inside actual Grand Expeditions. Those areas are built around careful multi-explosive routing, uncovering side rewards, ruins, caves, and special encounters. If you enter with only one explosive, you can ruin an expensive logbook before you've even started. Before running Uncharted Waters, remove the passive and check your tree twice. Some players would rather trade for upgrades or browse <a href="https://www.u4gm.com/path-of-exile-2/currency" target="_blank" rel="noopener" class="mycode_url">PoE 2 Currency for sale</a> after a bad mistake, but it's far better to avoid wasting the logbook in the first place.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Get Ahead in ARC Raiders: Buy Materials from U4GM.com for Better Progress]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2285</link>
			<pubDate>Thu, 04 Jun 2026 03:16:51 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=4034">Jimekalmiya</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2285</guid>
			<description><![CDATA[In ARC Raiders, having the right materials can make a major difference in how fast you progress, how strong your loadout becomes, and how effectively you survive in high-risk missions. Many players spend countless hours grinding for resources, but there is a faster and more efficient way to stay ahead of the competition. U4GM.com provides a reliable solution for players who want to quickly obtain essential materials and improve their overall gameplay experience. This is also a great place to buy <a href="https://www.u4gm.com/arc-raiders/coins" target="_blank" rel="noopener" class="mycode_url">ARC Raiders Coins</a>, helping players strengthen their progression even further.<br />
<br />
1. Faster Progression with Essential Materials<br />
<br />
Materials are the foundation of crafting and upgrading in ARC Raiders. By obtaining them quickly, players can upgrade gear faster and progress through the game more efficiently.<br />
<br />
2. Save Time and Skip Grinding<br />
<br />
Instead of repeating the same missions to collect resources, players can focus on gameplay by obtaining materials directly, saving hours of repetitive grinding.<br />
<br />
3. Access to High-Demand Resources<br />
<br />
Some materials are rare and difficult to farm. U4GM helps players secure these important resources without relying on random drops.<br />
<br />
4. Improved Loadout Strength<br />
<br />
Better materials mean better upgrades. This allows players to build stronger weapons and gear for more challenging encounters.<br />
<br />
5. More Efficient Crafting System<br />
<br />
Crafting becomes much smoother when you already have the required materials, helping you stay prepared for any mission or battle situation.<br />
<br />
6. Flexible Options for All Players<br />
<br />
Whether you need small quantities or larger resource bundles, U4GM offers flexible choices to match different gameplay needs.<br />
<br />
7. Reliable Delivery Service<br />
<br />
Players can expect fast and consistent delivery, ensuring they receive their materials without unnecessary delays.<br />
<br />
8. Stay Competitive in Every Match<br />
<br />
With better resources and stronger equipment, players can maintain a clear advantage over others in both PvE and PvP situations.<br />
<br />
Choosing U4GM.com for <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">ARC Raiders Materials</a> is a smart way to gain an in-game advantage while saving time and effort. With fast service, reliable delivery, and a wide range of resources, players can focus more on enjoying the game and less on grinding. It is also one of the best places to buy ARC Raiders Coins, making it a complete solution for boosting your overall progression.]]></description>
			<content:encoded><![CDATA[In ARC Raiders, having the right materials can make a major difference in how fast you progress, how strong your loadout becomes, and how effectively you survive in high-risk missions. Many players spend countless hours grinding for resources, but there is a faster and more efficient way to stay ahead of the competition. U4GM.com provides a reliable solution for players who want to quickly obtain essential materials and improve their overall gameplay experience. This is also a great place to buy <a href="https://www.u4gm.com/arc-raiders/coins" target="_blank" rel="noopener" class="mycode_url">ARC Raiders Coins</a>, helping players strengthen their progression even further.<br />
<br />
1. Faster Progression with Essential Materials<br />
<br />
Materials are the foundation of crafting and upgrading in ARC Raiders. By obtaining them quickly, players can upgrade gear faster and progress through the game more efficiently.<br />
<br />
2. Save Time and Skip Grinding<br />
<br />
Instead of repeating the same missions to collect resources, players can focus on gameplay by obtaining materials directly, saving hours of repetitive grinding.<br />
<br />
3. Access to High-Demand Resources<br />
<br />
Some materials are rare and difficult to farm. U4GM helps players secure these important resources without relying on random drops.<br />
<br />
4. Improved Loadout Strength<br />
<br />
Better materials mean better upgrades. This allows players to build stronger weapons and gear for more challenging encounters.<br />
<br />
5. More Efficient Crafting System<br />
<br />
Crafting becomes much smoother when you already have the required materials, helping you stay prepared for any mission or battle situation.<br />
<br />
6. Flexible Options for All Players<br />
<br />
Whether you need small quantities or larger resource bundles, U4GM offers flexible choices to match different gameplay needs.<br />
<br />
7. Reliable Delivery Service<br />
<br />
Players can expect fast and consistent delivery, ensuring they receive their materials without unnecessary delays.<br />
<br />
8. Stay Competitive in Every Match<br />
<br />
With better resources and stronger equipment, players can maintain a clear advantage over others in both PvE and PvP situations.<br />
<br />
Choosing U4GM.com for <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">ARC Raiders Materials</a> is a smart way to gain an in-game advantage while saving time and effort. With fast service, reliable delivery, and a wide range of resources, players can focus more on enjoying the game and less on grinding. It is also one of the best places to buy ARC Raiders Coins, making it a complete solution for boosting your overall progression.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX 7.5.5 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2252</link>
			<pubDate>Wed, 06 May 2026 15:45:08 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=1">Kresimir Tkalcec</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2252</guid>
			<description><![CDATA[FumeFX 7.5.5 has been released with over 45 new features/updates.<br />
<br />
NodeWorks gets a big push this release. <span style="font-weight: bold;" class="mycode_b">V-Ray</span> now reads particle custom channels directly in shaders (V-Ray 7.30.02+) and also support NodeWorks instances. <br />
The new <span style="font-weight: bold;" class="mycode_b">Shortest Path</span> node routes particles through a waypoint field via search algorithm, with turn penalties, custom costs, and Catmull-Rom smoothing for elegant trajectories. <br />
<span style="font-weight: bold;" class="mycode_b">Space Colonize</span> brings the classic space-colonization algorithm for organic branching — vegetation, roots, lightning, veins. <span style="font-weight: bold;" class="mycode_b">Fork </span>node offers a lighter procedural branching primitive for frost and twig-like structures, while <span style="font-weight: bold;" class="mycode_b">Random Weighted</span> upgrades random generation with user-defined distribution. <br />
The <span style="font-weight: bold;" class="mycode_b">Object Params</span> and <span style="font-weight: bold;" class="mycode_b">Shape Params</span> nodes also got a UI overhaul, with parameters now grouped by parameter block and access to modifier gizmos. <br />
<br />
More about this update at: <a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/FumeFX6max/R...istory.htm</a>]]></description>
			<content:encoded><![CDATA[FumeFX 7.5.5 has been released with over 45 new features/updates.<br />
<br />
NodeWorks gets a big push this release. <span style="font-weight: bold;" class="mycode_b">V-Ray</span> now reads particle custom channels directly in shaders (V-Ray 7.30.02+) and also support NodeWorks instances. <br />
The new <span style="font-weight: bold;" class="mycode_b">Shortest Path</span> node routes particles through a waypoint field via search algorithm, with turn penalties, custom costs, and Catmull-Rom smoothing for elegant trajectories. <br />
<span style="font-weight: bold;" class="mycode_b">Space Colonize</span> brings the classic space-colonization algorithm for organic branching — vegetation, roots, lightning, veins. <span style="font-weight: bold;" class="mycode_b">Fork </span>node offers a lighter procedural branching primitive for frost and twig-like structures, while <span style="font-weight: bold;" class="mycode_b">Random Weighted</span> upgrades random generation with user-defined distribution. <br />
The <span style="font-weight: bold;" class="mycode_b">Object Params</span> and <span style="font-weight: bold;" class="mycode_b">Shape Params</span> nodes also got a UI overhaul, with parameters now grouped by parameter block and access to modifier gizmos. <br />
<br />
More about this update at: <a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/FumeFX6max/R...istory.htm</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX 7.0 GPU for Maya Released]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2251</link>
			<pubDate>Wed, 25 Mar 2026 10:58:00 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=1">Kresimir Tkalcec</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2251</guid>
			<description><![CDATA[Hello,<br />
<br />
Today we have released <span style="font-weight: bold;" class="mycode_b">FumeFX 7.0 GPU</span> for Autodesk Maya.<br />
<br />
With this update, artists gain NVIDIA® CUDA acceleration that delivers, on average, <span style="font-weight: bold;" class="mycode_b">2× to 5× faster simulation</span> performance compared to CPU-based workflows. FumeFX GPU simulations also avoid typical GPU memory limitations—if available GPU memory is exceeded, the simulation automatically falls back to CPU mode. <br />
<br />
This allows even the most complex, memory-intensive simulations to complete reliably without interruption. While many sparse fluid solvers struggle to preserve convincing detail and motion, FumeFX GPU maintains the visual richness and behavior artists expect, combining high performance with high-end visual quality.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">One subscription now gives you both FumeFX for 3ds Max and FumeFX for Maya at no extra cost.</span><br />
<br />
FumeFX 7.0 Release Video: <a href="https://youtu.be/ihzPFXV85xw" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/ihzPFXV85xw</a><a href="https://youtu.be/uKTV6PLZyf8" target="_blank" rel="noopener" class="mycode_url">[/url]<br />
<br />
Release history:<br />
[url=https://docs.afterworks.com/FumeFX6maya/Release%20History.htm]https://docs.afterworks.com/FumeFX6maya/Release%20History.htm</a>]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
Today we have released <span style="font-weight: bold;" class="mycode_b">FumeFX 7.0 GPU</span> for Autodesk Maya.<br />
<br />
With this update, artists gain NVIDIA® CUDA acceleration that delivers, on average, <span style="font-weight: bold;" class="mycode_b">2× to 5× faster simulation</span> performance compared to CPU-based workflows. FumeFX GPU simulations also avoid typical GPU memory limitations—if available GPU memory is exceeded, the simulation automatically falls back to CPU mode. <br />
<br />
This allows even the most complex, memory-intensive simulations to complete reliably without interruption. While many sparse fluid solvers struggle to preserve convincing detail and motion, FumeFX GPU maintains the visual richness and behavior artists expect, combining high performance with high-end visual quality.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">One subscription now gives you both FumeFX for 3ds Max and FumeFX for Maya at no extra cost.</span><br />
<br />
FumeFX 7.0 Release Video: <a href="https://youtu.be/ihzPFXV85xw" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/ihzPFXV85xw</a><a href="https://youtu.be/uKTV6PLZyf8" target="_blank" rel="noopener" class="mycode_url">[/url]<br />
<br />
Release history:<br />
[url=https://docs.afterworks.com/FumeFX6maya/Release%20History.htm]https://docs.afterworks.com/FumeFX6maya/Release%20History.htm</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TyFloW]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2250</link>
			<pubDate>Thu, 05 Mar 2026 19:27:29 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=3750">Pflow</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2250</guid>
			<description><![CDATA[Hello i am tiring to flow this tutorial on  tyFlow fluid force.<br />
<a href="https://docs.afterworks.com/fumefx6max/FumeFX%20and%20tyFlow%20s%20Fluid.htm" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/fumefx6max/F...0Fluid.htm</a><br />
<br />
<br />
it dos not work .<br />
<br />
i am using latest fumefx and latest tyflow ?<br />
<br />
Thank you.]]></description>
			<content:encoded><![CDATA[Hello i am tiring to flow this tutorial on  tyFlow fluid force.<br />
<a href="https://docs.afterworks.com/fumefx6max/FumeFX%20and%20tyFlow%20s%20Fluid.htm" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/fumefx6max/F...0Fluid.htm</a><br />
<br />
<br />
it dos not work .<br />
<br />
i am using latest fumefx and latest tyflow ?<br />
<br />
Thank you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX 7.5.2 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2249</link>
			<pubDate>Tue, 24 Feb 2026 18:09:01 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=1">Kresimir Tkalcec</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2249</guid>
			<description><![CDATA[FumeFX 7.5.2 has been released.<br />
<br />
This update brings major workflow and viewport improvements across FumeFX and NodeWorks. <br />
Volume shader for Arnold now displays proper color in the viewport, FumeFX Wind gains radial falloff, and NodeWorks introduces Single Frame mode for fast per-frame tuning. <br />
Driving FumeFX from tyFlow is faster than ever with a new Quick Preset, one-click channel setup, and drag-and-drop particle groups directly into the node editor—plus many stability fixes and quality-of-life improvements throughout.<br />
<br />
 More about this update at: <a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/FumeFX6max/R...istory.htm</a>]]></description>
			<content:encoded><![CDATA[FumeFX 7.5.2 has been released.<br />
<br />
This update brings major workflow and viewport improvements across FumeFX and NodeWorks. <br />
Volume shader for Arnold now displays proper color in the viewport, FumeFX Wind gains radial falloff, and NodeWorks introduces Single Frame mode for fast per-frame tuning. <br />
Driving FumeFX from tyFlow is faster than ever with a new Quick Preset, one-click channel setup, and drag-and-drop particle groups directly into the node editor—plus many stability fixes and quality-of-life improvements throughout.<br />
<br />
 More about this update at: <a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/FumeFX6max/R...istory.htm</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX 7.5.1 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2246</link>
			<pubDate>Thu, 29 Jan 2026 07:54:44 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=1">Kresimir Tkalcec</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2246</guid>
			<description><![CDATA[Hello,<br />
<br />
FumeFX 7.5.1 update has been released.<br />
<br />
FumeFX 7.5.1 is a stability- and performance-focused update that significantly improves NodeWorks simulation and rendering reliability in production scenarios. The Lock To Object node now uses multi-threaded computation, delivering a substantial speed-up in scenes with many particles, while new controls across the Random, Spline Gen, Gravity, and Age nodes provide more direct and predictable control over particles. On the FumeFX side, several critical issues were fixed, including CPU Velocity Damping and GPU Viewport grid settings. The update also resolves multiple Arnold and Memory Cache issues, particle age normalization, and custom channel handling for more dependable final renders.<br />
<br />
<br />
More information: <a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/FumeFX6max/R...istory.htm</a>]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
FumeFX 7.5.1 update has been released.<br />
<br />
FumeFX 7.5.1 is a stability- and performance-focused update that significantly improves NodeWorks simulation and rendering reliability in production scenarios. The Lock To Object node now uses multi-threaded computation, delivering a substantial speed-up in scenes with many particles, while new controls across the Random, Spline Gen, Gravity, and Age nodes provide more direct and predictable control over particles. On the FumeFX side, several critical issues were fixed, including CPU Velocity Damping and GPU Viewport grid settings. The update also resolves multiple Arnold and Memory Cache issues, particle age normalization, and custom channel handling for more dependable final renders.<br />
<br />
<br />
More information: <a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/FumeFX6max/R...istory.htm</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX 7.5 GPU for 3ds max Released]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2245</link>
			<pubDate>Wed, 17 Dec 2025 11:06:20 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=1">Kresimir Tkalcec</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2245</guid>
			<description><![CDATA[Hello,<br />
<br />
FumeFX 7.5 GPU has been released today.<br />
<br />
<br />
With the FumeFX 7.5 update, artists gain NVIDIA® CUDA acceleration that delivers, on average, 2× to 5× faster simulation performance compared to CPU-based workflows. <br />
FumeFX GPU simulations also avoid typical GPU memory limitations—if available GPU memory is exceeded, the simulation automatically falls back to CPU mode. This allows even the most complex, memory-intensive simulations to complete reliably without interruption. <br />
While many sparse fluid solvers struggle to preserve convincing detail and motion, FumeFX GPU maintains the visual richness and behavior artists expect, combining high performance with high-end visual quality. <br />
In addition, FumeFX 7.5 introduces true two-way interaction between fluids and scene objects. Objects influence the fluid flow, while the fluid simultaneously applies forces back onto the objects, affecting their motion and behavior. <br />
Built on NodeWorks’ fully node-based framework and integrated PhysX rigid-body simulation, this two-way coupling enables physically consistent and predictable results. <br />
<br />
FumeFX 7.5 Release Video: <a href="https://youtu.be/uKTV6PLZyf8" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/uKTV6PLZyf8</a><br />
<br />
More information at our FumeFX facebook group: <a href="https://www.facebook.com/groups/164868190323236" target="_blank" rel="noopener" class="mycode_url">https://www.facebook.com/groups/164868190323236</a>]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
FumeFX 7.5 GPU has been released today.<br />
<br />
<br />
With the FumeFX 7.5 update, artists gain NVIDIA® CUDA acceleration that delivers, on average, 2× to 5× faster simulation performance compared to CPU-based workflows. <br />
FumeFX GPU simulations also avoid typical GPU memory limitations—if available GPU memory is exceeded, the simulation automatically falls back to CPU mode. This allows even the most complex, memory-intensive simulations to complete reliably without interruption. <br />
While many sparse fluid solvers struggle to preserve convincing detail and motion, FumeFX GPU maintains the visual richness and behavior artists expect, combining high performance with high-end visual quality. <br />
In addition, FumeFX 7.5 introduces true two-way interaction between fluids and scene objects. Objects influence the fluid flow, while the fluid simultaneously applies forces back onto the objects, affecting their motion and behavior. <br />
Built on NodeWorks’ fully node-based framework and integrated PhysX rigid-body simulation, this two-way coupling enables physically consistent and predictable results. <br />
<br />
FumeFX 7.5 Release Video: <a href="https://youtu.be/uKTV6PLZyf8" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/uKTV6PLZyf8</a><br />
<br />
More information at our FumeFX facebook group: <a href="https://www.facebook.com/groups/164868190323236" target="_blank" rel="noopener" class="mycode_url">https://www.facebook.com/groups/164868190323236</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Newbie]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2239</link>
			<pubDate>Sun, 23 Nov 2025 18:29:13 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=3504">Ryohei56</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2239</guid>
			<description><![CDATA[Hi. I'm a retired hobbyist new to FumeFX. For a good few years now, I have been working with 3dS Max (currently with version 2026) and VRay7, with some ZBrush and Blender input as well. I am looking forward to the challenge of learning about Fume FX 7 and incorporating its effects into my scenes. It would be much appreciated if someone could kindly point me in the direction of some instructional videos suitable for newbies to FumeFX.<br />
<br />
TIA<br />
<br />
Alan S.]]></description>
			<content:encoded><![CDATA[Hi. I'm a retired hobbyist new to FumeFX. For a good few years now, I have been working with 3dS Max (currently with version 2026) and VRay7, with some ZBrush and Blender input as well. I am looking forward to the challenge of learning about Fume FX 7 and incorporating its effects into my scenes. It would be much appreciated if someone could kindly point me in the direction of some instructional videos suitable for newbies to FumeFX.<br />
<br />
TIA<br />
<br />
Alan S.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX 7.1 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2233</link>
			<pubDate>Mon, 06 Oct 2025 13:32:09 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=1">Kresimir Tkalcec</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2233</guid>
			<description><![CDATA[Hello,<br />
<br />
FumeFX 7.1 update has been released today.<br />
<br />
This update brings a major performance and workflow update focused on viewport performance, cache handling, and interoperability with external tools like Houdini, Maya Bifrost, Embergen and Liquigen.<br />
<br />
The new RenderWarps algorithm has been completely rewritten and optimized for standard 3ds Max modifiers such as Bend, Twist, Taper, Skew, and Stretch. <br />
This implementation delivers much sharper and more detailed deformations while running approximately five times faster than the previous version. <br />
The system is hybrid by design—retaining the original sampling-based algorithm for complex deformers like FFD—ensuring both compatibility and speed where it matters.<br />
<br />
Viewport visualization has been refined with color-coded grids and grid name labels that match each FumeFX object’s assigned color. <br />
These colors are also shown in the floating FumeFX dialog, allowing users to immediately identify which dialog corresponds to which simulation grid. <br />
The new display options also include cached color preview in the Voxel Data Display and a “Hide Grid” toggle available in both display modes.<br />
<br />
OpenVDB import has been extended with Y-Up support and automatic detection of available channels when loading third-party caches such as Houdini or Embergen, streamlining the setup process and removing the need for manual channel assignments. <br />
Cache output path handling has also been improved, allowing users to define custom separators and control the number of frame digits in file names.<br />
<br />
The NodeWorks system introduces a new lightweight Alembic export path for particle and mesh caches. <br />
The updated Save Cache and Particle Export nodes can now export point clouds and particle shapes directly to Alembic format, producing minimal cache files that load seamlessly into Houdini and Bifrost with matching attribute data. <br />
The Load Caches node and PartLoad tool now support Alembic point cloud import with an optional Y-Up axis conversion and path variable resolution.<br />
<br />
Additional updates include improved viewport performance in PartLoad with support for per-particle color display, new extrusion modes in the Extrude node (along vertex normals or custom vectors), enhanced MaterialID control, and a visual alert system that highlights NodeWorks dialog errors in red.<br />
FumeFX Wind has also gained an animatable “Active” parameter, making it easy to enable or disable wind influence over time.<br />
<br />
Altogether, FumeFX 7.1 refines simulation and workflow efficiency across both the FumeFX core and NodeWorks ecosystem, strengthening its integration within 3ds Max and external pipelines.<br />
<br />
For a complete list of new features visit:<br />
<br />
<a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/FumeFX6max/R...istory.htm</a>]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
FumeFX 7.1 update has been released today.<br />
<br />
This update brings a major performance and workflow update focused on viewport performance, cache handling, and interoperability with external tools like Houdini, Maya Bifrost, Embergen and Liquigen.<br />
<br />
The new RenderWarps algorithm has been completely rewritten and optimized for standard 3ds Max modifiers such as Bend, Twist, Taper, Skew, and Stretch. <br />
This implementation delivers much sharper and more detailed deformations while running approximately five times faster than the previous version. <br />
The system is hybrid by design—retaining the original sampling-based algorithm for complex deformers like FFD—ensuring both compatibility and speed where it matters.<br />
<br />
Viewport visualization has been refined with color-coded grids and grid name labels that match each FumeFX object’s assigned color. <br />
These colors are also shown in the floating FumeFX dialog, allowing users to immediately identify which dialog corresponds to which simulation grid. <br />
The new display options also include cached color preview in the Voxel Data Display and a “Hide Grid” toggle available in both display modes.<br />
<br />
OpenVDB import has been extended with Y-Up support and automatic detection of available channels when loading third-party caches such as Houdini or Embergen, streamlining the setup process and removing the need for manual channel assignments. <br />
Cache output path handling has also been improved, allowing users to define custom separators and control the number of frame digits in file names.<br />
<br />
The NodeWorks system introduces a new lightweight Alembic export path for particle and mesh caches. <br />
The updated Save Cache and Particle Export nodes can now export point clouds and particle shapes directly to Alembic format, producing minimal cache files that load seamlessly into Houdini and Bifrost with matching attribute data. <br />
The Load Caches node and PartLoad tool now support Alembic point cloud import with an optional Y-Up axis conversion and path variable resolution.<br />
<br />
Additional updates include improved viewport performance in PartLoad with support for per-particle color display, new extrusion modes in the Extrude node (along vertex normals or custom vectors), enhanced MaterialID control, and a visual alert system that highlights NodeWorks dialog errors in red.<br />
FumeFX Wind has also gained an animatable “Active” parameter, making it easy to enable or disable wind influence over time.<br />
<br />
Altogether, FumeFX 7.1 refines simulation and workflow efficiency across both the FumeFX core and NodeWorks ecosystem, strengthening its integration within 3ds Max and external pipelines.<br />
<br />
For a complete list of new features visit:<br />
<br />
<a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/FumeFX6max/R...istory.htm</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX 7.0 for 3ds max Released]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2232</link>
			<pubDate>Tue, 19 Aug 2025 07:16:01 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=1">Kresimir Tkalcec</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2232</guid>
			<description><![CDATA[Sitni Sati releases FumeFX 7 which introduces <span style="font-weight: bold;" class="mycode_b">NodeWorks Ocean</span>, a physically accurate, GPU-accelerated ocean simulation system built natively for 3ds Max. It brings real-time ocean generation, adaptive meshing, secondary particle effects, and dynamic object interaction into a unified workflow designed for both VFX professionals and visualization artists.<br />
With the addition of the <span style="font-weight: bold;" class="mycode_b">Ocean Sim</span> node, users can generate cinematic water surfaces driven by spectrum-based wave models, blend multiple wave types with Perlin noise, and eliminate visible repetition through tile variation and height masking. <br />
The <span style="font-weight: bold;" class="mycode_b">Foam &amp; Spray</span> node enables real-time generation of foam, bubbles, and spray, rendered efficiently as Arnold points or volumes with full support for Arnold User Data. For object interaction, the <span style="font-weight: bold;" class="mycode_b">Ocean Dynamics</span> node provides true two-way coupling between scene objects and the water surface, including buoyancy, wakes, and secondary particle emission.<br />
<br />
<br />
Reel: <a href="http://%20https://youtu.be/YpqpbtuRjdA" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/YpqpbtuRjdA</a><br />
Read more about features: <a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm" target="_blank" rel="noopener" class="mycode_url">FumeFX 7</a>]]></description>
			<content:encoded><![CDATA[Sitni Sati releases FumeFX 7 which introduces <span style="font-weight: bold;" class="mycode_b">NodeWorks Ocean</span>, a physically accurate, GPU-accelerated ocean simulation system built natively for 3ds Max. It brings real-time ocean generation, adaptive meshing, secondary particle effects, and dynamic object interaction into a unified workflow designed for both VFX professionals and visualization artists.<br />
With the addition of the <span style="font-weight: bold;" class="mycode_b">Ocean Sim</span> node, users can generate cinematic water surfaces driven by spectrum-based wave models, blend multiple wave types with Perlin noise, and eliminate visible repetition through tile variation and height masking. <br />
The <span style="font-weight: bold;" class="mycode_b">Foam &amp; Spray</span> node enables real-time generation of foam, bubbles, and spray, rendered efficiently as Arnold points or volumes with full support for Arnold User Data. For object interaction, the <span style="font-weight: bold;" class="mycode_b">Ocean Dynamics</span> node provides true two-way coupling between scene objects and the water surface, including buoyancy, wakes, and secondary particle emission.<br />
<br />
<br />
Reel: <a href="http://%20https://youtu.be/YpqpbtuRjdA" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/YpqpbtuRjdA</a><br />
Read more about features: <a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm" target="_blank" rel="noopener" class="mycode_url">FumeFX 7</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX [max] 10% Siggraph Discount]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2231</link>
			<pubDate>Sat, 09 Aug 2025 13:45:34 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=1">Kresimir Tkalcec</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2231</guid>
			<description><![CDATA[Hello everyone,<br />
<br />
SIGGRAPH 2025 is here, and we’re celebrating with a <span style="font-weight: bold;" class="mycode_b">special, limited-time offer</span>.<br />
<br />
From <span style="font-weight: bold;" class="mycode_b">August 10 through August 15</span>, enjoy <span style="font-weight: bold;" class="mycode_b">10% off</span> the full version of <span style="font-weight: bold;" class="mycode_b">FumeFX for 3ds Max</span>.<br />
No discount code required – the savings are included in product pricing.<br />
Don’t miss the chance to bring next-level fire, smoke, explosions, fluid simulations and node-based NodeWorks multi-physics into your projects.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Get FumeFX for 3ds Max now:</span> <a href="https://afterworks.com/Store.asp" target="_blank" rel="noopener" class="mycode_url">https://afterworks.com/Store.asp</a><br />
<br />
<img src="https://www.afterworks.com/images/Siggraph2025Promo.jpg" loading="lazy"  alt="[Image: Siggraph2025Promo.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[Hello everyone,<br />
<br />
SIGGRAPH 2025 is here, and we’re celebrating with a <span style="font-weight: bold;" class="mycode_b">special, limited-time offer</span>.<br />
<br />
From <span style="font-weight: bold;" class="mycode_b">August 10 through August 15</span>, enjoy <span style="font-weight: bold;" class="mycode_b">10% off</span> the full version of <span style="font-weight: bold;" class="mycode_b">FumeFX for 3ds Max</span>.<br />
No discount code required – the savings are included in product pricing.<br />
Don’t miss the chance to bring next-level fire, smoke, explosions, fluid simulations and node-based NodeWorks multi-physics into your projects.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Get FumeFX for 3ds Max now:</span> <a href="https://afterworks.com/Store.asp" target="_blank" rel="noopener" class="mycode_url">https://afterworks.com/Store.asp</a><br />
<br />
<img src="https://www.afterworks.com/images/Siggraph2025Promo.jpg" loading="lazy"  alt="[Image: Siggraph2025Promo.jpg]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[I can't use ISurf]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2226</link>
			<pubDate>Tue, 15 Jul 2025 06:43:37 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=3476">hasitoyo</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2226</guid>
			<description><![CDATA[I have a question.<br />
I want to use ISurf but it's not working.<br />
1: Simulate with FumeFX<br />
2: Create ISurf and select FumeFX<br />
3: Mesh is not displayed. Adjusting the threshold didn't help.<br />
(Max2023, FumEFX6.5.4)<br />
Thank you in advance.]]></description>
			<content:encoded><![CDATA[I have a question.<br />
I want to use ISurf but it's not working.<br />
1: Simulate with FumeFX<br />
2: Create ISurf and select FumeFX<br />
3: Mesh is not displayed. Adjusting the threshold didn't help.<br />
(Max2023, FumEFX6.5.4)<br />
Thank you in advance.]]></content:encoded>
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