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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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| Installing 32bit and 64bit versions |
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Posted by: Steve Green - 05-02-2009, 08:01 PM - Forum: FumeFX & NodeWorks [max]
- Replies (8)
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Hi,
has the installer changed for 2010?
I'm trying to install Dreamscape and Fume for both 32 and 64 bit versions (mainly because Rayfire doesn't have PhysX in its 64-bit version).
Both installers give you only one choice on install and if I run the installer again, choose modify and select 64-bit versions I get errors when running Max, to do with DCPflics or Afterworks.dlu.
What's the preferred method of getting both 32 and 64 bit running?
Thanks,
Steve
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| Fumefx and Mental Ray |
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Posted by: harlequin - 05-01-2009, 07:12 PM - Forum: FumeFX & NodeWorks [max]
- Replies (6)
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Greetings all.
Here i recreated my problem on a simple scene so that everyone see what is going on.
http://dl.free.fr/oTNSQnQWu
I have a problem with Mental ray it seem, because when i try it in scanline, i don't get that result.
As you can see, my actual smoke is flickering , mostly as we get near the end of the sequence. We can also see some square artifact in the shadow casted on the ground. I tried getting smaller tile size, but my square artifacts only get smaller.
Anyone can help ?
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| Afterburn 4.0b Crashes on rendering |
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Posted by: fernandokts - 04-28-2009, 04:41 AM - Forum: AfterBurn
- Replies (5)
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I have a scene with a PFlow that increases the number of particles by an object's movement.
The first frames render okay. But when I go to a frame that has more particles, it crashes 3ds max.
When I reduce the number of particles, the same frame that crashed before, starts to work (but other frames with more particles crash).
All the options of environment->afterburn are left in their default, and it doesn't change a thing if I add or remove the light.
I tried to render with multithread enabled and disabled. And it didn't change a thing
So I think it has only to do with particles number.
I'm using 3ds max 2008 - 32 bits
I've uploaded an example file of the error to:
http://www.fernandotortosa.com/particles.max
Please, render frame 58
Is that a bug?
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| Jagged edges on hidden geometry |
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Posted by: sabelli.a - 04-23-2009, 11:43 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Hi to all, I was just testing the FumeFX demo and while playing around with it I noticed that when smoke hits an object or the source is a geometry the render comes out with jagged edges, I'm using scanline, I tried many different settings, scene scale, lower voxel grid and other parameters but nothing changes, maybe it's a demo restriction or something, any hint is appreciated.
Here's an image of what I'm talking about.
Thanks
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| high speed moving source collisions and substeps problem |
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Posted by: -SeB- - 04-22-2009, 12:37 PM - Forum: FumeFX & NodeWorks [max]
- Replies (6)
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Hi,
I have a little problem with fume fx, I have a car with kind of chimney at the back and this car is moving very fast and produce lot of heavy dark smoke
but I don't find a way to have the smoke following the car nicely and going out of the chimney at the right position.
I always have hole in the smoke or the fuel, on some frame, is outside the chimney.
I have already tried with different scale scene and it doesn't fix the problem.
I also decreased the grid spacing to have better resolution, it doesn't change the problem neither.
I have tried to increase simulation substeps (1 to 50) and max iteration (200 to 400). I think this is already big values and it didn't fix the problem neither.
If someone have an idea !!
Thanks
-SeB-
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| Vue and Dreamscape |
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Posted by: phloog - 04-17-2009, 04:43 PM - Forum: DreamScape
- Replies (2)
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I'm a long-time finalrender user, but I just picked up Vue 7xStream which only works with Mental Ray.
One big (my opinion) limitation with Vue is that while it renders properly in terms of Max objects, it's own objects and constructs, and their interaction, it has water that does NOT physically interact with anything.
Can you use a DS sea surface with Vue/MR? Will it render the reflection of a Vue terrain properly? More importantly, will a DS surface break/foam against a Vue terrain object?
Maybe I should just campaign for Afterworks to give Dreamscape tech to Eon
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| Velocity Render Pass |
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Posted by: UbiGuy - 04-16-2009, 03:16 PM - Forum: FumeFX & NodeWorks [max]
- Replies (1)
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Hi!
Is there a way to create a velocity render Pass???
Even with the Channel Data Shader set on velocity you can get a XYZ/RGB base shader... It's only a mono channel shader
RightNow We have to re-render every times we need to change the Motion Blur. It will be a lot faster and easyer to ajuste it in Comp....
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