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		<title><![CDATA[Sitni Sati Forums - Announcements]]></title>
		<link>https://forum.afterworks.com/</link>
		<description><![CDATA[Sitni Sati Forums - https://forum.afterworks.com]]></description>
		<pubDate>Fri, 01 May 2026 03:12:26 +0000</pubDate>
		<generator>MyBB</generator>
		<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[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[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[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 6.7.1 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2218</link>
			<pubDate>Wed, 02 Apr 2025 09:09:23 +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=2218</guid>
			<description><![CDATA[Hello,<br />
<br />
FumeFX 6.7.1 is now available. <br />
Over the past two years, we've released 19 updates, introducing 190 new features and improvements along with 150 bug fixes. <br />
We’re excited to continue bringing new and innovative features in future updates.<br />
<br />
New Features and Improvements<br />
- FumeFX: FumeFX Arnold/Redshift Shader now has the capability to blur caches.  Use negative sharpen value to apply blur.  <br />
- NodeWorks: Surface Gen now has the output texmap color pin which is available when using Texmap as a filter.  <br />
- NodeWorks: Rendering particles as Arnold Points now support multiple materials based on the particle MtlID attribute. <br />
- NodeWorks: Added support for 3ds Max 2026.  <br />
- NodeWorks/FumeFX: Added support for Arnold 7.4 and MaxtoA 5.8.1.0 for 3ds Max 2024 to 2026.<br />
 <br />
Fixes<br />
- FumeFX: Arnold RenderView did not update when Arnold/RS sharpen/blur parameters changed.  <br />
- NodeWorks: Resolved a viewport performance issue where the display of millions of particles was significantly slower compared to PBD liquid particles or foam.<br />
- NodeWorks: Instanced geometry was rendered despite the particle or particle group having the "Render as Point" flag.<br />
- ....<br />
<br />
Complete change log: <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 6.7.1 is now available. <br />
Over the past two years, we've released 19 updates, introducing 190 new features and improvements along with 150 bug fixes. <br />
We’re excited to continue bringing new and innovative features in future updates.<br />
<br />
New Features and Improvements<br />
- FumeFX: FumeFX Arnold/Redshift Shader now has the capability to blur caches.  Use negative sharpen value to apply blur.  <br />
- NodeWorks: Surface Gen now has the output texmap color pin which is available when using Texmap as a filter.  <br />
- NodeWorks: Rendering particles as Arnold Points now support multiple materials based on the particle MtlID attribute. <br />
- NodeWorks: Added support for 3ds Max 2026.  <br />
- NodeWorks/FumeFX: Added support for Arnold 7.4 and MaxtoA 5.8.1.0 for 3ds Max 2024 to 2026.<br />
 <br />
Fixes<br />
- FumeFX: Arnold RenderView did not update when Arnold/RS sharpen/blur parameters changed.  <br />
- NodeWorks: Resolved a viewport performance issue where the display of millions of particles was significantly slower compared to PBD liquid particles or foam.<br />
- NodeWorks: Instanced geometry was rendered despite the particle or particle group having the "Render as Point" flag.<br />
- ....<br />
<br />
Complete change log: <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 6.7 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2217</link>
			<pubDate>Wed, 19 Mar 2025 14:07:17 +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=2217</guid>
			<description><![CDATA[FumeFX 6.7 has been released with many new and exciting features. <br />
<br />
NodeWorks now features built-in<span style="font-weight: bold;" class="mycode_b"> C# scripting</span>, allowing users to extend FumeFX and NodeWorks with custom logic and automation. The integrated script editor supports syntax highlighting, auto-completion, function call tips, and error bookmarks, making script development faster and more efficient. Users can also reference external scripts and assemblies, enabling modular and reusable code structures. With support for C# parallel loops, the system allows full multithreading, significantly improving performance in complex, computation-heavy tasks compared to traditional node-based setups. The FumeFX 6.7 update also brings major performance boosts. <br />
<br />
The <span style="font-weight: bold;" class="mycode_b">Spline Force node</span> is now fully GPU-based for PBD Liquids, resulting in up to <span style="font-weight: bold;" class="mycode_b">45 times faster</span> execution compared to CPU processing. <br />
Additionally, GPU support for voxel grid calculations delivers a <span style="font-weight: bold;" class="mycode_b">10x speed increase</span>. <br />
Particle Custom Channels have also been optimized, achieving over 20% faster performance for smoother, more responsive simulations.<br />
<br />
YT video: <a href="https://youtu.be/VlNowgYwLP8" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/VlNowgYwLP8</a><br />
<br />
Complete change log: <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 6.7 has been released with many new and exciting features. <br />
<br />
NodeWorks now features built-in<span style="font-weight: bold;" class="mycode_b"> C# scripting</span>, allowing users to extend FumeFX and NodeWorks with custom logic and automation. The integrated script editor supports syntax highlighting, auto-completion, function call tips, and error bookmarks, making script development faster and more efficient. Users can also reference external scripts and assemblies, enabling modular and reusable code structures. With support for C# parallel loops, the system allows full multithreading, significantly improving performance in complex, computation-heavy tasks compared to traditional node-based setups. The FumeFX 6.7 update also brings major performance boosts. <br />
<br />
The <span style="font-weight: bold;" class="mycode_b">Spline Force node</span> is now fully GPU-based for PBD Liquids, resulting in up to <span style="font-weight: bold;" class="mycode_b">45 times faster</span> execution compared to CPU processing. <br />
Additionally, GPU support for voxel grid calculations delivers a <span style="font-weight: bold;" class="mycode_b">10x speed increase</span>. <br />
Particle Custom Channels have also been optimized, achieving over 20% faster performance for smoother, more responsive simulations.<br />
<br />
YT video: <a href="https://youtu.be/VlNowgYwLP8" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/VlNowgYwLP8</a><br />
<br />
Complete change log: <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 6.5.4 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2215</link>
			<pubDate>Tue, 14 Jan 2025 14:23:19 +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=2215</guid>
			<description><![CDATA[Hello,<br />
<br />
Today, FumeFX 6.5.4 update has been released with new important functionality related features. Here is a short list of important updates:<br />
<br />
- FumeFX Particle Source object now includes an option for user-defined particle lifespan. This new option provides significant help for artists using tyFlow, as it lacks the particle lifespan information required for proper AFC controls operation.<br />
- NodeWorks added a 3ds max particle interface option, allowing users to select particle groups and PBD liquid particles for integration with third-party plugins like tyFlow.<br />
- NodeWorks added a new Propagate node, enabling particle attributes, including custom attributes, to propagate from nearby particles.<br />
- NodeWorks Spline Force node added a Spline Lock option to ensure particles follow the first spline curve they are assigned to. Without this, particles may switch splines based on proximity.<br />
- NodeWorks Spline Force node added a Spline Index input pin, allowing procedural spline selection for each particle. These additions greatly enhance the node's flexibility.<br />
<br />
<br />
Complete list of changes:<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 />
Today, FumeFX 6.5.4 update has been released with new important functionality related features. Here is a short list of important updates:<br />
<br />
- FumeFX Particle Source object now includes an option for user-defined particle lifespan. This new option provides significant help for artists using tyFlow, as it lacks the particle lifespan information required for proper AFC controls operation.<br />
- NodeWorks added a 3ds max particle interface option, allowing users to select particle groups and PBD liquid particles for integration with third-party plugins like tyFlow.<br />
- NodeWorks added a new Propagate node, enabling particle attributes, including custom attributes, to propagate from nearby particles.<br />
- NodeWorks Spline Force node added a Spline Lock option to ensure particles follow the first spline curve they are assigned to. Without this, particles may switch splines based on proximity.<br />
- NodeWorks Spline Force node added a Spline Index input pin, allowing procedural spline selection for each particle. These additions greatly enhance the node's flexibility.<br />
<br />
<br />
Complete list of changes:<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 6.5.3 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2194</link>
			<pubDate>Wed, 11 Dec 2024 15:07:22 +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=2194</guid>
			<description><![CDATA[Hello,<br />
<br />
Today, FumeFX 6.5.3 update has been released. It solves few critical NodeWorks issues and provides updated Example scene zip file.<br />
<br />
New Features and Improvements<br />
- NodeWorks Lock To Object node added VNormal output pin for vertex normal.<br />
- NodeWorks Display Custom node added option that allows second input as position.<br />
 <br />
Fixes<br />
- NodeWorks Memory caching was not caching each frame in succession during 3ds max playback.<br />
- NodeWorks Spline Force node was not working properly when particle input was connected.<br />
- NodeWorks PBD liquid can crash on 3ds max reset/exit.<br />
- NodeWorks PBD Liquid sources crashes with animated geometry.<br />
- ISurf filtering can crash on large grids.]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
Today, FumeFX 6.5.3 update has been released. It solves few critical NodeWorks issues and provides updated Example scene zip file.<br />
<br />
New Features and Improvements<br />
- NodeWorks Lock To Object node added VNormal output pin for vertex normal.<br />
- NodeWorks Display Custom node added option that allows second input as position.<br />
 <br />
Fixes<br />
- NodeWorks Memory caching was not caching each frame in succession during 3ds max playback.<br />
- NodeWorks Spline Force node was not working properly when particle input was connected.<br />
- NodeWorks PBD liquid can crash on 3ds max reset/exit.<br />
- NodeWorks PBD Liquid sources crashes with animated geometry.<br />
- ISurf filtering can crash on large grids.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[50% discount for our 25th anniversary <ended!>]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2190</link>
			<pubDate>Sat, 30 Nov 2024 16:14:06 +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=2190</guid>
			<description><![CDATA[This year, Sitni Sati is celebrating its 25th anniversary, and we're excited to announce a special promotion. <br />
From December 1st to December 31st, select licenses will be available at a 50% discount. <br />
Don't miss this opportunity and join us in celebrating 25 years of innovation!<br />
<br />
<a href="http://www.afterworks.com/?fbclid=IwZXh0bgNhZW0CMTAAAR3_qvhP--P_nsnDGA5HxUjMh4S5DnT8lVdWT3aM26MedHHP4kAWVT3KW00_aem_QfBqi8JJy1onyAGpoBx6ww" target="_blank" rel="noopener" class="mycode_url">www.afterworks.com<br />
<br />
</a><br />
<img src="https://afterworks.com/images/25thAnniversaryDiscount.jpg" loading="lazy"  alt="[Image: 25thAnniversaryDiscount.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[This year, Sitni Sati is celebrating its 25th anniversary, and we're excited to announce a special promotion. <br />
From December 1st to December 31st, select licenses will be available at a 50% discount. <br />
Don't miss this opportunity and join us in celebrating 25 years of innovation!<br />
<br />
<a href="http://www.afterworks.com/?fbclid=IwZXh0bgNhZW0CMTAAAR3_qvhP--P_nsnDGA5HxUjMh4S5DnT8lVdWT3aM26MedHHP4kAWVT3KW00_aem_QfBqi8JJy1onyAGpoBx6ww" target="_blank" rel="noopener" class="mycode_url">www.afterworks.com<br />
<br />
</a><br />
<img src="https://afterworks.com/images/25thAnniversaryDiscount.jpg" loading="lazy"  alt="[Image: 25thAnniversaryDiscount.jpg]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX 6.5.2 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2189</link>
			<pubDate>Mon, 18 Nov 2024 17:08:15 +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=2189</guid>
			<description><![CDATA[Hello,<br />
<br />
Today we have released FumeFX 6.5.2 update. Here is a list of new features, improvements and bug fixes.<br />
<br />
<br />
New Features and Improvements<br />
- FumeFX <a href="https://docs.afterworks.com/FumeFX6max/Toolbar.htm#Toolbar" target="_blank" rel="noopener" class="mycode_url">Toolbar</a> now includes additional NodeWorks and ISurf icons, along with Quick Presets for rigid body dynamics, soft body dynamics, cloth, voxel grid, explosion, and PBD liquids.<br />
- FumeFX objects and modifiers are now accessible via the <a href="https://docs.afterworks.com/FumeFX6max/Customize%20UI%20Interface%20and.htm#CustomizeUIandSearch" target="_blank" rel="noopener" class="mycode_url">3ds Max search option</a>.<br />
- FumeFX actions can now be found in the <a href="https://docs.afterworks.com/FumeFX6max/Customize%20UI%20Interface%20and.htm#CustomizeUIandSearch" target="_blank" rel="noopener" class="mycode_url">3ds Max Customize User Interface dialog</a>.<br />
- NodeWorks now supports applying modifiers like Bend and Taper that can deform generated mesh. Note: this feature is not supported for direct rendering with Arnold.<br />
- NodeWorks now includes a <a href="https://docs.afterworks.com/FumeFX6max/pbd%20initial%20state.htm#PBDInitialState" target="_blank" rel="noopener" class="mycode_url">PBD Initial State</a> node, allowing users to load GPU liquid simulation cache files as the simulation starting point. This significantly reduces simulation turnover times in scenarios where a body of water needs to be in a steady state at the start of the simulation.<br />
- NodeWorks PBD Liquids - added retiming support for foam.<br />
- NodeWorks has improved foam motion blur rendering with Arnold, achieving a lot faster performance (over two times faster) and lower memory usage.<br />
- NodeWorks RBD, SBD and PBD Quick Presets now automatically recognize object names such as floor,pool,fountain,static,ground,glass,bottle,sink,bathtub adding them as static collision objects.<br />
 <br />
<div style="text-align: center;" class="mycode_align"><a href="https://youtu.be/6PRO8x67rf4" target="_blank" rel="noopener" class="mycode_url"><img src="https://docs.afterworks.com/FumeFX6max/Resources/Images/Doc/Release%20History.jpg" loading="lazy"  alt="[Image: Release%20History.jpg]" class="mycode_img" /></a> </div>
<div style="text-align: center;" class="mycode_align">FumeFX 6.5.2 update new features video.</div>
 <br />
- NodeWorks PBD Liquid Quick Preset - improved initial particle size handling.<br />
- NodeWorks Set Particle Attribute node added Spin input.<br />
- NodeWorks Object Info node added Spin output.<br />
- ISurf object can now use UVW channels from tyFlow by referencing the channel name.<br />
 <br />
Fixes<br />
- FumeFX simulation issues under 3ds max 2025 have been resolved.<br />
- NodeWorks Ground Explosion and WW2 Flak presets didn???t properly setup Arnold shaders in newer Arnold builds.<br />
- NodeWorks changing Fiber settings didn't trigger resimulation.<br />
- NodeWorks changing Arnold User Data Export option didn't trigger scene render refresh.<br />
- NodeWorks Disk Cache rollout - changing the Use Retimer and Time Scale Factor options didn't trigger cache to reload and scene update.<br />
- NodeWorks Load Particle Cache node - Time Scale Factor parameter was always grayed out.<br />
- NodeWorks Spin node - previously, when the Spin Axis pin was connected, a unit conversion was applied. Now, with the Spin Axis pin connected, no conversion is performed and value is used directly.<br />
- ISurf can crash when trying to write UVW channel from 3rd party particle systems.]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
Today we have released FumeFX 6.5.2 update. Here is a list of new features, improvements and bug fixes.<br />
<br />
<br />
New Features and Improvements<br />
- FumeFX <a href="https://docs.afterworks.com/FumeFX6max/Toolbar.htm#Toolbar" target="_blank" rel="noopener" class="mycode_url">Toolbar</a> now includes additional NodeWorks and ISurf icons, along with Quick Presets for rigid body dynamics, soft body dynamics, cloth, voxel grid, explosion, and PBD liquids.<br />
- FumeFX objects and modifiers are now accessible via the <a href="https://docs.afterworks.com/FumeFX6max/Customize%20UI%20Interface%20and.htm#CustomizeUIandSearch" target="_blank" rel="noopener" class="mycode_url">3ds Max search option</a>.<br />
- FumeFX actions can now be found in the <a href="https://docs.afterworks.com/FumeFX6max/Customize%20UI%20Interface%20and.htm#CustomizeUIandSearch" target="_blank" rel="noopener" class="mycode_url">3ds Max Customize User Interface dialog</a>.<br />
- NodeWorks now supports applying modifiers like Bend and Taper that can deform generated mesh. Note: this feature is not supported for direct rendering with Arnold.<br />
- NodeWorks now includes a <a href="https://docs.afterworks.com/FumeFX6max/pbd%20initial%20state.htm#PBDInitialState" target="_blank" rel="noopener" class="mycode_url">PBD Initial State</a> node, allowing users to load GPU liquid simulation cache files as the simulation starting point. This significantly reduces simulation turnover times in scenarios where a body of water needs to be in a steady state at the start of the simulation.<br />
- NodeWorks PBD Liquids - added retiming support for foam.<br />
- NodeWorks has improved foam motion blur rendering with Arnold, achieving a lot faster performance (over two times faster) and lower memory usage.<br />
- NodeWorks RBD, SBD and PBD Quick Presets now automatically recognize object names such as floor,pool,fountain,static,ground,glass,bottle,sink,bathtub adding them as static collision objects.<br />
 <br />
<div style="text-align: center;" class="mycode_align"><a href="https://youtu.be/6PRO8x67rf4" target="_blank" rel="noopener" class="mycode_url"><img src="https://docs.afterworks.com/FumeFX6max/Resources/Images/Doc/Release%20History.jpg" loading="lazy"  alt="[Image: Release%20History.jpg]" class="mycode_img" /></a> </div>
<div style="text-align: center;" class="mycode_align">FumeFX 6.5.2 update new features video.</div>
 <br />
- NodeWorks PBD Liquid Quick Preset - improved initial particle size handling.<br />
- NodeWorks Set Particle Attribute node added Spin input.<br />
- NodeWorks Object Info node added Spin output.<br />
- ISurf object can now use UVW channels from tyFlow by referencing the channel name.<br />
 <br />
Fixes<br />
- FumeFX simulation issues under 3ds max 2025 have been resolved.<br />
- NodeWorks Ground Explosion and WW2 Flak presets didn???t properly setup Arnold shaders in newer Arnold builds.<br />
- NodeWorks changing Fiber settings didn't trigger resimulation.<br />
- NodeWorks changing Arnold User Data Export option didn't trigger scene render refresh.<br />
- NodeWorks Disk Cache rollout - changing the Use Retimer and Time Scale Factor options didn't trigger cache to reload and scene update.<br />
- NodeWorks Load Particle Cache node - Time Scale Factor parameter was always grayed out.<br />
- NodeWorks Spin node - previously, when the Spin Axis pin was connected, a unit conversion was applied. Now, with the Spin Axis pin connected, no conversion is performed and value is used directly.<br />
- ISurf can crash when trying to write UVW channel from 3rd party particle systems.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FumeFX 6.5.1 [max] update]]></title>
			<link>https://forum.afterworks.com/showthread.php?tid=2181</link>
			<pubDate>Mon, 14 Oct 2024 13:35:04 +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=2181</guid>
			<description><![CDATA[Hello,<br />
<br />
Today we have released FumeFX 6.5.1 update. Here is a list of new features, improvements and bug fixes.<br />
<br />
- ISurf has been enhanced with new Smoothing and Smoothing Mask options, allowing for the creation of smoother surfaces. The smoothing mask, driven by particle velocities, enables selective smoothing by applying greater smoothing to areas where particles have lower velocities and less smoothing in regions with higher velocities. This ensures that fast-moving areas, that usually contain more detail, retain their sharpness, while slower-moving or stationary regions are smoothed for a more natural result.<br />
<br />
 <br />
<a href="https://youtu.be/ESfx2Lu-_OQ?si=Y5pBeE4Vus-Gy4HP" target="_blank" rel="noopener" class="mycode_url"><img src="https://docs.afterworks.com/FumeFX6max/Resources/Images/Doc/Release%20History.jpg" loading="lazy"  alt="[Image: Release%20History.jpg]" class="mycode_img" /></a> <br />
<br />
 <br />
- ISurf added a Bounding Box option to limit mesh generation within user-defined boundaries.<br />
- ISurf added an option to flatten the mesh around the bounding box boundaries with a gradual falloff.<br />
- ISurf icon added a Hide option, allowing users to directly select ISurf geometry inside the viewport.<br />
- ISurf memory and performance optimizations for PBD liquid meshing.<br />
- ISurf can now merge different radius, threshold, and FumeFX parameters.<br />
- NodeWorks particle point rendering parameters now include a step size option, enabling particles to use the Standard Volume material for volumetric particle trails with Arnold.<br />
- NodeWorks cache writing has a slight speed improvement.<br />
- Updated to PhysX 5.4.2.<br />
 <br />
Fixes<br />
- FumeFX RenderWarps that were moving or linked to a moving object did not properly deform the FumeFX grid.<br />
- ISurf generated mesh could not be selected in the viewport.<br />
- ISurf mesh remained visible even when there were no particles in the current frame.]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
Today we have released FumeFX 6.5.1 update. Here is a list of new features, improvements and bug fixes.<br />
<br />
- ISurf has been enhanced with new Smoothing and Smoothing Mask options, allowing for the creation of smoother surfaces. The smoothing mask, driven by particle velocities, enables selective smoothing by applying greater smoothing to areas where particles have lower velocities and less smoothing in regions with higher velocities. This ensures that fast-moving areas, that usually contain more detail, retain their sharpness, while slower-moving or stationary regions are smoothed for a more natural result.<br />
<br />
 <br />
<a href="https://youtu.be/ESfx2Lu-_OQ?si=Y5pBeE4Vus-Gy4HP" target="_blank" rel="noopener" class="mycode_url"><img src="https://docs.afterworks.com/FumeFX6max/Resources/Images/Doc/Release%20History.jpg" loading="lazy"  alt="[Image: Release%20History.jpg]" class="mycode_img" /></a> <br />
<br />
 <br />
- ISurf added a Bounding Box option to limit mesh generation within user-defined boundaries.<br />
- ISurf added an option to flatten the mesh around the bounding box boundaries with a gradual falloff.<br />
- ISurf icon added a Hide option, allowing users to directly select ISurf geometry inside the viewport.<br />
- ISurf memory and performance optimizations for PBD liquid meshing.<br />
- ISurf can now merge different radius, threshold, and FumeFX parameters.<br />
- NodeWorks particle point rendering parameters now include a step size option, enabling particles to use the Standard Volume material for volumetric particle trails with Arnold.<br />
- NodeWorks cache writing has a slight speed improvement.<br />
- Updated to PhysX 5.4.2.<br />
 <br />
Fixes<br />
- FumeFX RenderWarps that were moving or linked to a moving object did not properly deform the FumeFX grid.<br />
- ISurf generated mesh could not be selected in the viewport.<br />
- ISurf mesh remained visible even when there were no particles in the current frame.]]></content:encoded>
		</item>
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