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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» 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: 593
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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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| MAXScript command to create PFlow_ABurn operator??? |
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Posted by: Filip Kaczorek - 09-11-2009, 03:09 PM - Forum: AfterBurn
- Replies (5)
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I was trying to do this with the macro recorder, I got:
Code: particleFlow.BeginEdit()
ev1 = Event()
ev1.setPViewLocation 84 22
op1 = PFlow-ABurn()
ev1.appendAction op1
op2 = DisplayParticles()
op2.color = ev1.wireColor
ev1.appendAction op2
particleFlow.EndEdit()
Something to be expected actually.
The problem is that when I try to run the same code in the listener I get an error:
-- Type error: Call needs function or class, got: undefined
What am I missing here?
Apparently PFlow_Aburn() is not enough to create the operator - there are some parameters required?
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| Render Error |
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Posted by: SnipeyX - 09-04-2009, 07:13 PM - Forum: DreamScape
- Replies (2)
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Dreamscape sea surfaces error when rendering with either scanline or vray when it has either a Composite Material or RPM Material (from rpmanager.com).
Any comments, can others reproduce?
Max 2009 64bit, Dreamscape 2.5e
Create a new sea surface object
Apply a composite material
Render
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| MR / FumeFX -- am I a version back or something? |
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Posted by: phloog - 09-04-2009, 12:36 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Max 2010 (64bit) - - Teapot scene (Tut04), but likely an issue with all files....
Simulate and render any frame with scanline or FinalRender - works fine.
Render with MR get the following error:
MSG 0.0 error: Atmospheric "FusionWorks Renderer" is not supported.
MSG 0.0 error: Object < FumeFX01 > has invalid texture vertices and may not render correctly.
Normally I don't even bother with MR, but was playing around...it DOES seem to render, I just get this error.
Probably missed a post here, or a version....I'm on 1.2b according to the About screen....also, probably unrelated, but the screen tells me "Lock is Not detected" -- did I somehow lose authorization?
EDIT/UPDATE: Moving to FumeFX version 1.2d gets rid of the vertices error, but I still get the message that FusionWorks is not supported.
EDIT2 - found post where mentioned this error....even though it apparently is working this way for everyone, it is unsettling...no way to remove this in the future?
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| Animating Timescale high to low value causes losing detail |
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Posted by: fkkcloud - 09-02-2009, 08:35 PM - Forum: FumeFX & NodeWorks [max]
- Replies (1)
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I got 1.5 time scale and value 2 of turbulence.
When I animated time scale down to be 0.7 in about 10 frames the simulation loses turbulence which cause make it look more diffuse.
I tried to also animate the turbulence value to be stronger twice and turbulence frame to be shorter like 1/2 or 1/3 but its still not doing it.
What else should I do to keep the detail/turbulence of the simulation after I turned down the time scale?
Thank you!
j
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| Blurry details and dark areas with sharp edges inside clouds |
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Posted by: oggyplanet - 09-01-2009, 01:18 PM - Forum: AfterBurn
- Replies (8)
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Hi There,
when flying through clouds the noise-details getting blurry and dark areas appear. How to solve this?
Please take a look at the attached files.
Very simple scene-setup, no object-shadows, small view- and shadow-steps...
I'm using max 2009, Afterburn 4.0b, finalrender sp3 with fisheye-camera
Thanks++,
oggyplanet
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| Network Sim conitnuation |
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Posted by: andycfx - 08-31-2009, 06:34 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Hello,
If simming on a network or farm and the job gets cancelled or stopped...is there a way to resubmit and continue on? or does resubmit always start over the sim?
I am using Deadline for submission
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| FumeFx 1.2d on 2008x64 + make preview = crash |
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Posted by: DeadClown - 08-28-2009, 09:20 AM - Forum: FumeFX & NodeWorks [max]
- Replies (4)
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When I use FumeFx 1.2d on max 2008x64 and try to make a preview max crashes.
It crashes with basic setups like a simple emitter and default spacing grid.
Just create a fume grid, a simple emitter and simulate, after that try to make a preview.
Vista x64, 3dsmax 2008x64, FumeFx 1.2d, Q6600, 8GB ram
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| reflection pass technique? |
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Posted by: andycfx - 08-26-2009, 02:22 AM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Hi there,
I've been playing around with fume/mental ray and I finding that I can't seem to get an accurate reflection pass out of MAX. Fume is working great with FG/GI, but is there a way to seperate that out from the actual fire render?
Below:
the left render is great, but what I want to achieve for the reflection pass is to split it up obviously for a comper...just the fire alpha on the cylinder. It's looking like this isn't possible? they only work together?
render elements in max don't seem to do anything
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| Custom FumeFX CacheReader / Writer |
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Posted by: chaney - 08-25-2009, 07:59 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Does anybody know where the documentation for the new FumeFx import/export grid data libraries are ?
I see the feature under "Whats New" :
" ... libraries enable loading of FumeFX output files, accessing the data from the grid, shading using built in Standard Shader and building of Illumination Map."
But cannot find any documentation .
I need to write a cache reader/writer .
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| Wind Tunnel effect |
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Posted by: ddustin - 08-22-2009, 12:57 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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We need to simulate a wind tunnel effect.
1. We need the smoke to emit from a very small tube .5" (12.7mm).
2. When we try to use a simple source, we cannot get it to emit at any diameter smaller than 6" (152mm), we are using a cylinder.
3. There is wind in the scene.
4. We need the wind to interact with certain objects in the scene, similar to how it would in a wind tunnel.
5. We are using Max 2009.
There is proably more information required to get help, so feel free and I can provide anything you need (except details of the product being tested).
Thanks in advance for your help.
David
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