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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
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» Views: 200
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 384
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 594
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 562
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TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 901
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 544
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 603
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FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 777
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,024
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 809
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| DCPFlics registration crashing Windows 7 64-bit |
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Posted by: dlocke - 01-19-2010, 09:21 PM - Forum: FumeFX & NodeWorks [max]
- Replies (6)
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Hi all.
I've been installing 3dsmax and all associated plugins on a new 64-bit Windows 7 computer that we are testing.
I have installed the 32-bit and 64-bit versions of max 2009 and they installed fine (Had to install to a custom directory because windows 7 won't allow updates inside of the Program Files directory).
Installed the 32 bit versions of Afterburn, Dreamscape and FumeFx from the latest installers. All installed fine and registered properly.
I installed the 64 bit versions from the manual file dumps and when I try to add the license server, DCPFlics will crash and shut down max. Doesn't matter if I do it with Afterburn Dreamscape or FumeFX. All 3 will crash the license manager when trying to add a server.
I've never had any issues like this before on XP or Vista.
Any info would be greatly appreciated.
Thanks
Darren
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| MR - FumeFX Shadow artifact |
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Posted by: Eric-S - 01-11-2010, 07:04 PM - Forum: FumeFX & NodeWorks [max]
- Replies (6)
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Hi guys,
I'm having problem with the shadow of FumeFX smoke rendered with Mental Ray (view Image). I tried to size up the boxe but I still get this artifact. It looks like it the "adaptive" that causes that?
Anyone had this problem? Or how to fix that?
thanks,
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| Particle Flow not rendering |
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Posted by: djanim8 - 01-11-2010, 02:03 PM - Forum: AfterBurn
- Replies (3)
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I've been using AfterBurn for a while, but this is my first time trying to use it with Particle Flow. I've looked at the help and set it up like they have it there. I'm using Max 2010 64 bit with AfterBurn 4.0b.
I have the PFlow-ABurn after the Display icons in the flow, and in the viewport I can see the AfterBurn spheres, but when I render I can't get it to render anything.
I do have another AfterBurn effect above it in the Atmosphere Effects for an explosion (the pflow effect is for particles coming off an object from the explosion)
What am I missing that its not rendering properly?
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| Smoke and temperature Rollout |
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Posted by: emacos - 12-12-2009, 06:08 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Hello,
I have some questions about the rollout smoke and temperature in the panel simulation.
What is the difference between dissipation and diffusion in both the rollout and how the diffusion and dissipation of the temperature influence the simulation
thanks a lot of availability
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| feature request / mesh generation and max pipeline integrati |
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Posted by: jstrob2 - 12-11-2009, 07:48 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Hi,
May I suggest some features that would be great additions to this wonderful smoke simulator?
1- Mesh generation: like we can do in maya fluids, could be great to be able to generate a mesh that approximately define the smoke volume. It would be useful for cross-software work. Like if I want to render something in maya and add some fumeFX, I could use the geo created by fume in maya to cast shadow etc. We could also in max use a mesh generated by a fumeFX box and use it as a collision object for another fumeFX box for example to make a light smoke collide with a heavier one.
2- Max integration: It would be very useful to have fumeFX cache paths in the "manage/assest tracking" of max. So we can change all fumeFX path in one place and very faster than opening each fumeFX dialog one after the other or typing maxscripts.
2b- by the way, could it be possible to have the option to resize fumeFX dialog to better see the cache path.
3- Max integration: Also I would like to get a separate object category for fluids. In the hide category I would like to check only fluids instead of fume being part of the geometry category... Would be great to see this reflected as an icon in the scene explorer and select from scene dialog too. Complex scenes would be easier to manage.
thank you
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