| Welcome, Guest |
You have to register before you can post on our site.
|
| Online Users |
There are currently 38 online users. » 0 Member(s) | 38 Guest(s)
|
| Latest Threads |
FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 200
|
FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 384
|
FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 594
|
FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 562
|
TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 901
|
FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 544
|
FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 603
|
FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 777
|
Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,024
|
FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 809
|
|
|
| Network Simulations, AfterFLICS, DCPFLICS |
|
Posted by: ddustin - 11-10-2009, 12:35 PM - Forum: FumeFX & NodeWorks [max]
- Replies (9)
|
 |
I could not get the Network Simulations to work using a License server.
1. We installed the SL to the render node
2. We edited the DCPFLICS.ini file (On the render Node) to point the node at the license server
3. We copied the DCPFLICS folder from one of the nodes to the License server (as directed)
4. Ensured DCPFLICS runs as a service and was running on both the Node and the license server.
When submitting a simulation job via Back burner, the node would indicate there was not a valid SL on the (Render Node) in the BB server window (on the node and on the manager) and the job would fail.
What we DID get to work:
We ran Max 2010 in evaluation mode on the node(s) we wanted to use for network simulations (after installing the SL on the nodes).
Once it (Max 2010) was open we clicked on the FumeFX and we able to authorize via Turbo Squid using our serial numbers
Now we can submit simulations to the specific nodes AND they still Network Render using MR.
My concern is what happens if someone has already opened Max on a Render Node and it is past the 30 day trial period, how do they activate it?
There has to be a better way..
David
|
|
|
|
| FumeFx Script Properties Questions |
|
Posted by: Galagast - 11-07-2009, 05:11 AM - Forum: FumeFX & NodeWorks [max]
- Replies (14)
|
 |
I'm probably having a very cloudy day in head because I can't seem to find these maxscript properties from the fume UI:
Code: -- using this command on a selected fumefx node
show $
Code: PreviewStart
PreviewEnd
PrevewNth
PreviewFPS
I tried to get and set thier values, but I didn't notice any change.
|
|
|
|
| FumeFX MaxScript Suggestions |
|
Posted by: Galagast - 11-07-2009, 04:56 AM - Forum: FumeFX & NodeWorks [max]
- Replies (3)
|
 |
Simulation Window:
- stopPressed(), canceledPressed(), pausePressed()
- These functions will help control heavy voxel FOR loops.
- holdOpen and endBeep
- Toggles for the Hold Open and End Beep checkboxes.
Preview Window:
- Access to the options in the window (View, Refresh, Quality)...
- getSize(), setSize()
- Customly get/set the size of the preview image.
- getImage()
- Get the image in the window as a bitmap.
Script List:- Maybe add a script file list. Each script can have its own set of callback functions, and each file is executed sequentially.
- If possible, each script could also run on their own separate thread.
![[Image: scriptlistui.gif]](http://img26.imageshack.us/img26/932/scriptlistui.gif)
Callbacks:- preStep and preObject
- callbacks that we could run before the simulation step starts.
Voxel Data Access- A way to read voxel data directly from the FumFx node.
e.g.
Code: $MyFumeFx.getSmoke 10 25 38
- This would greatly help simplify reading data from other grids even while simulating.
- I'm also thinking that this can probably be used to create quick viewport previews.
|
|
|
|
| Simulation License |
|
Posted by: ddustin - 11-06-2009, 03:05 PM - Forum: FumeFX & NodeWorks [max]
- Replies (9)
|
 |
I have installed the Simulation License on a network node.
When I attempt to do a network simulation (From Max 2010), I get:
"FumeFx 1.2c SL License does not exist". Even though I used the 1.2d simulation install.
So then I reinstalled the Max 2010 installation package and now I get
Task error: DLL C:\Program Files\Autodesk\3ds Max 2010\Plugins\Afterworks\Common\DCPFLICS.dlu failed to initialize.
And now the node can't be used for network rendering WTF?
The dlu path is listed in the plugin.ini file
I have to say your installation methods baffle me.
David
|
|
|
|
| Network Render Problem |
|
Posted by: ddustin - 11-03-2009, 07:00 PM - Forum: FumeFX & NodeWorks [max]
- Replies (5)
|
 |
We have purchased additional Render node Licenses, and have server set up to link the render nodes too.
Max 2009, 64 bit, all service packs..
When we submit our project to the render farm, the particles render (coming from Pflow), but the FumeFx smoke does not render.
The node is connecting to server correctly (It shows up in the server window).
We are only rendering smoke and not fire.
If we use our work station as a render node, the Smoke renders correctly.
Our data files are located on our network, and all nodes have access to it.
Right now we are uninstalling Max 2009 on one of our nodes to test and see if this addresses the problem.
Any help would be appreciated.
Thanks,
David
|
|
|
|
| Bright sky opposite of sun |
|
Posted by: rodbrew - 10-28-2009, 01:05 AM - Forum: DreamScape
- Replies (3)
|
 |
Hi,
When rendering in the direction opposite of a setting sun it seems the sky is bright when it should be the darkest. The darkest parts of the sky are in fact to the north and south. This also shows up when rendering a panarama.
![[Image: skyissuelabels.png]](http://img24.imageshack.us/img24/2213/skyissuelabels.png)
Your DreamScape2_01 Sky Basics Video Tutorial at the 10:56 mark also shows what I'm talking about.
Is there a setting that I'm missing?
Thanks,
Rod
|
|
|
|
| New installers in ZIPs - POLL |
|
Posted by: Filip Kaczorek - 10-24-2009, 02:59 PM - Forum: FumeFX & NodeWorks [max]
- Replies (5)
|
 |
Would it be possible and also who would like to have additional installers for the plugins in a form of a ZIP archive?
Most of us on these forums are tech savy enough to know where the plugin files go, and some of us are TDs at our studios and we would really like that.
Right now with each update of the plugin I have to install it on a machine that doesn't even need it in some false 3ds Max folder, copy the plugin files, uninstall the plugin and copy the plugin files into a shared directory for all machines in our studio.
If I could download a zip file with just the plugin files (no help, no scene files) - it would download instantaneously, and my work would consist basicaly of two clicks 
I'm guessing that you guys at Sitni distribute the versions internally in exactly this way so it shouldn't be a problem for you, right?
|
|
|
|
| FumeFX 1.2e testers required |
|
Posted by: sitnisati - 10-20-2009, 12:26 PM - Forum: FumeFX & NodeWorks [max]
- Replies (23)
|
 |
Hello,
FumeFX 1.2e is done and it fixes:
- Thinking Particle 3.0 SP 2 3ds max loading issue
- shadows issue with two or more FumeFX grids in the scene.
Anyone who have experienced those issues, please contact me at kresimir@afterworks.com if you're willing to test
FumeFX 1.2e before it gets released.
That way we'll make sure that issues metioned above are solved for as many platforms as possible.
Thank you.
Kreismir
|
|
|
|
| slowing down smoke |
|
Posted by: Eric-S - 10-16-2009, 02:21 PM - Forum: FumeFX & NodeWorks [max]
- Replies (5)
|
 |
Hi guys, I'm trying to slow down my smoke where the red circle is on the image.
I tried playing with the temperature setting but this affect globally the smoke and my smoke doesnt rise up has much. When the smoke kinds of slow down, I'm loosing all of the nice details.
Also is there a way to control the the % of the voxel life?
thanks,
|
|
|
|
|