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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>Fri, 07 Aug 2026 15:05:00 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[FumeFX 7.6 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2346</link>
			<pubDate>Wed, 05 Aug 2026 15:10:46 +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=2346</guid>
			<description><![CDATA[Today we released FumeFX 7.6 for Autodesk 3ds Max, together with a substantial update to NodeWorks, our node-based particle and ocean toolset.<br />
Two ideas run through it: reaching a simulation result faster, and being able to change that result afterwards without simulating it again.<br />
<br />
At the core is a new Multigrid PCG solver on both CPU and GPU. Pressure projection is the most expensive stage of a gas simulation, and multigrid changes how its cost grows — in a 100-frame explosion benchmark it held a flat 13–17 iterations per frame across grids from 1.7 to 177 million voxels, where the previous PCG solver averaged 98. That works out to up to twice the GPU simulation speed, and roughly ten times faster than CPU simulation in FumeFX 5, with the largest gains on the largest grids.<br />
<br />
The bigger workflow change is the new Post Load pipeline, which modifies a cached simulation as it's read from disk and leaves the cache untouched. Fast Up-Res adds detail on load without re-simulating, and the Retimer changes playback speed on load without re-caching — now interactive in the Playback rollout rather than baked and reviewed.<br />
<br />
A new Memory Cache keeps frames in RAM so up-res, retiming and sharpening stay responsive while you scrub, and once the look is settled, Post Processing bakes all three to disk using exactly the settings you previewed. Alongside that, a new multiple scattering algorithm arrives for Scanline and is now properly supported in the GPU viewport, which is itself 10–20% faster, while VDB export meets Unreal Engine 5's requirements.<br />
<br />
The NodeWorks Ocean has been largely rebuilt. Ocean Dynamics replaces its old wake and ripple solver with a GPU-accelerated one that resolves Kelvin wakes — the V-shaped pattern a moving hull leaves behind — and boats gain engine force and direction control plus more stable floating dynamics.<br />
<br />
A new 2D Flow Solver drives surface motion from FumeFX and native 3ds Max forces, and Ocean Float can advect any particle group through it, while the new Dyna Whitewater node creates foam and bubbles from wakes and flow, drivable by any source and by NodeWorks forces — with Submerged Decay letting bubbles fade out of the surface's forces with depth and re-couple as they rise.<br />
<br />
New Ocean Spectrum and Ocean Spectra Mix textures displace geometry through VRayDisplacementMod or drive a bump map, so ocean detail no longer needs an ocean object, and both spectra and Ocean Dynamics data export to file and read back so a look travels between shots. Ocean GPU performance is up 2–10× across whitewater, spectra tiling and displacement.<br />
<br />
Release video:<br />
<a href="https://youtu.be/qq8Jl6ayXaI" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/qq8Jl6ayXaI</a><br />
<br />
Complete list of changes:<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[Today we released FumeFX 7.6 for Autodesk 3ds Max, together with a substantial update to NodeWorks, our node-based particle and ocean toolset.<br />
Two ideas run through it: reaching a simulation result faster, and being able to change that result afterwards without simulating it again.<br />
<br />
At the core is a new Multigrid PCG solver on both CPU and GPU. Pressure projection is the most expensive stage of a gas simulation, and multigrid changes how its cost grows — in a 100-frame explosion benchmark it held a flat 13–17 iterations per frame across grids from 1.7 to 177 million voxels, where the previous PCG solver averaged 98. That works out to up to twice the GPU simulation speed, and roughly ten times faster than CPU simulation in FumeFX 5, with the largest gains on the largest grids.<br />
<br />
The bigger workflow change is the new Post Load pipeline, which modifies a cached simulation as it's read from disk and leaves the cache untouched. Fast Up-Res adds detail on load without re-simulating, and the Retimer changes playback speed on load without re-caching — now interactive in the Playback rollout rather than baked and reviewed.<br />
<br />
A new Memory Cache keeps frames in RAM so up-res, retiming and sharpening stay responsive while you scrub, and once the look is settled, Post Processing bakes all three to disk using exactly the settings you previewed. Alongside that, a new multiple scattering algorithm arrives for Scanline and is now properly supported in the GPU viewport, which is itself 10–20% faster, while VDB export meets Unreal Engine 5's requirements.<br />
<br />
The NodeWorks Ocean has been largely rebuilt. Ocean Dynamics replaces its old wake and ripple solver with a GPU-accelerated one that resolves Kelvin wakes — the V-shaped pattern a moving hull leaves behind — and boats gain engine force and direction control plus more stable floating dynamics.<br />
<br />
A new 2D Flow Solver drives surface motion from FumeFX and native 3ds Max forces, and Ocean Float can advect any particle group through it, while the new Dyna Whitewater node creates foam and bubbles from wakes and flow, drivable by any source and by NodeWorks forces — with Submerged Decay letting bubbles fade out of the surface's forces with depth and re-couple as they rise.<br />
<br />
New Ocean Spectrum and Ocean Spectra Mix textures displace geometry through VRayDisplacementMod or drive a bump map, so ocean detail no longer needs an ocean object, and both spectra and Ocean Dynamics data export to file and read back so a look travels between shots. Ocean GPU performance is up 2–10× across whitewater, spectra tiling and displacement.<br />
<br />
Release video:<br />
<a href="https://youtu.be/qq8Jl6ayXaI" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/qq8Jl6ayXaI</a><br />
<br />
Complete list of changes:<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 7.5.5 [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>
		</item>
		<item>
			<title><![CDATA[Liquids with Spline Follow]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2223</link>
			<pubDate>Wed, 28 May 2025 12:52:05 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=3472">jusanpei</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2223</guid>
			<description><![CDATA[I don't know how to use FumeFX's GPU Liquids with Spline Follow<br />
<br />
Are there any helpful tutorials?]]></description>
			<content:encoded><![CDATA[I don't know how to use FumeFX's GPU Liquids with Spline Follow<br />
<br />
Are there any helpful tutorials?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX 6.7.2 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2222</link>
			<pubDate>Wed, 21 May 2025 10:57:55 +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=2222</guid>
			<description><![CDATA[Hello,<br />
<br />
FumeFX 6.7.2 update has been released.<br />
The<span style="font-weight: bold;" class="mycode_b"> Voxel Data Display</span> system has been fully rewritten, delivering over <span style="font-weight: bold;" class="mycode_b">10× faster viewport performanc</span>e for smoother, more responsive interaction. New opacity mode enables channel-based transparency, helping users better visualize key simulation details.<br />
<br />
For a complete list of new features visit:<br />
<a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm?fbclid=IwZXh0bgNhZW0CMTAAYnJpZBExSVhtbjBkVEE3dFBwRUhtbwEeYgPBFqJHWH5EDd1apC4gFSWwhHyIgXj6BfF6e7799R0PP2gzogs4x0p_cV4_aem_A7xxjQ8M3QNy22jvkgxquw" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/FumeFX6max/Release%20History.htm</a>]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
FumeFX 6.7.2 update has been released.<br />
The<span style="font-weight: bold;" class="mycode_b"> Voxel Data Display</span> system has been fully rewritten, delivering over <span style="font-weight: bold;" class="mycode_b">10× faster viewport performanc</span>e for smoother, more responsive interaction. New opacity mode enables channel-based transparency, helping users better visualize key simulation details.<br />
<br />
For a complete list of new features visit:<br />
<a href="https://docs.afterworks.com/FumeFX6max/Release%20History.htm?fbclid=IwZXh0bgNhZW0CMTAAYnJpZBExSVhtbjBkVEE3dFBwRUhtbwEeYgPBFqJHWH5EDd1apC4gFSWwhHyIgXj6BfF6e7799R0PP2gzogs4x0p_cV4_aem_A7xxjQ8M3QNy22jvkgxquw" target="_blank" rel="noopener" class="mycode_url">https://docs.afterworks.com/FumeFX6max/Release%20History.htm</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[fumefx pf fumefx follow crash 3dsmax 2024]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2221</link>
			<pubDate>Mon, 12 May 2025 08:04:22 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.afterworks.com/member.php?action=profile&uid=3470">raja</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.afterworks.com/showthread.php?tid=2221</guid>
			<description><![CDATA[hi <br />
im using fumefx 6<br />
in pflow when add fumefx follow node and add fume fx grid <br />
when play 3dsmax crashes!]]></description>
			<content:encoded><![CDATA[hi <br />
im using fumefx 6<br />
in pflow when add fumefx follow node and add fume fx grid <br />
when play 3dsmax crashes!]]></content:encoded>
		</item>
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</rss>