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  Blocky Artifacts
Posted by: CalCreole - 03-18-2009, 07:25 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Newbie Fumefx user desperately trying to get rid of blocky artifacts in simulation/render.
I've tried scaling down the source object, increasing the grid spacing, and increasing
simulation quality but no luck. If I reduce the grid spacing any further I'll start to get
application out of memory errors while running the simulation. Any and all help would
be greatly appreciated. I've attached a jpeg of my render and settings.


Thanks,


Lawrence.


  Installation Issue With 3dsmax 2008 Afterburn 3.2c
Posted by: clayton - 03-18-2009, 07:14 PM - Forum: AfterBurn - Replies (5)

I have uninstalled ALL afterworks plugins and downloaded and re-installed in the following order for 3dsmax2008 (64-bit):

Enlight
ScatterVLPro
Dreamscape
Afterburn 3.2c (64-bit)

I startup 3dsmax2008 and I received following error:

DLL failed to initalize
Error code 127 - The specified procedure could not be found

Please note that all other plugins load successfully.

Can someone please help.


Regards,

Clayton


  probably a newbie question but I must ask
Posted by: woll3d - 03-13-2009, 11:33 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

I have Fume 1.2 working on my master machine. I have 2 slave render boxes that are all set up and render fine with backburner. Do I just install fumefx1.2 simulation licenses on these two machines the same way I installed the full version on my master machine - and autorize them through turbosquid the same way using their specific licenses?

I just don''t want to mess anything up as I have had so much license trouble.

Is there some documentation somewhere to help me understand how to use all three machines in running a simulation?

Thanks in advance - hope to post some fumes soon...

F


  FumeFX 1.2 simulation sent to the farm via frantic deadline
Posted by: fredhopp - 03-12-2009, 06:56 PM - Forum: FumeFX & NodeWorks [max] - Replies (5)

I can't seam to be able to have a simulation run on a remote machine when I send the job with deadline. "Backburner mode" is checked, I set the render to one dummy frame, but the simulation doesn't run and therefore the cache files don't get written to disk (the path is set to a network path).
Does anyone using frantic deadline managed to have it work?

Thx in advance

fred


  help me authorization prob
Posted by: bluediablito - 03-12-2009, 02:43 AM - Forum: AfterBurn - Replies (2)

hello to all i am having problem with the authorization of dream scape can some one please help me
when ever i hit authorize i get a blank page (((shown on the image, the tool is ruining and connected)))


  help me authorization prob
Posted by: bluediablito - 03-12-2009, 02:43 AM - Forum: FumeFX & NodeWorks [max] - Replies (8)

hello to all i am having problem with the authorization of dream scape can some one please help me
when ever i hit authorize i get a blank page (((shown on the image, the tool is ruining and connected)))


  help me authorization prob
Posted by: bluediablito - 03-12-2009, 02:41 AM - Forum: DreamScape - Replies (6)

hello to all i am having problem with the authorization of dream scape can some one please help me
when ever i hit authorize i get a blank page (((shown on the image, the tool is ruining and connected)))


  error 126 : FumeFX_PF.dlo failed to initialize
Posted by: woll3d - 03-10-2009, 02:26 AM - Forum: FumeFX & NodeWorks [max] - Replies (5)

I get this when I start max 2009 64bit with the file I recieved from TurboSquid.

I found a thread that had me edit the Fume.ini with the addition of this:
FumeFX TP=C:\Program Files\Autodesk\3ds Max 2009\plugins\Afterworks\Optional\

I can see the .dlo in the Optional folder but it still doesn't work even after this edit.

This shouldn't happen on a clean install should it?

What to do next?

thanks


  "Motion Control" script
Posted by: CHaas - 03-09-2009, 03:35 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hi, I have an idea for a very useful script for all fume users, maybe anybody can write it.

At the moment I have a shot with falling / rotating elements and a camera rotating and moving around the falling object. They fall from clouds to ground, so it is a really huge distance and there is no chance to make such a big fume container. Now the idea is a script, in which I can select the moving object and the camera, and the tool should be able to analyze the motion of both, bake it or whatever and set the moving object to one fix point, still let it rotate, use all sub object animations (for characters, for example) AND calculate a new camera animation, which results in visual the same way then when they were falling. It is like a motion control system from starwars: The object was fixed, the camera did some complex movements and the result looks like the camera was still or moving AND the fighter was flying. With such a script we coult build our container around the fixed object, add some wind from the main movement direction and do a highres simulation with great results. Any ideas for solving this ?

chris


  Simple scene questions
Posted by: Filip Kaczorek - 03-06-2009, 11:26 AM - Forum: FumeFX & NodeWorks [max] - Replies (9)

The scene is simple but has 1000 frames so debugging it is tedious.
So I'll ask a couple of questions here hoping that someone had this problem and solved it Smile

The scene: simple source emitting only smoke (animated strength) and a rather strong side wind balanced with the velocity damping in FFX ( basically a chimney smoke).

1. I noticed that changing the grid resolution changes the simulation. ie.:
- cell size 20: in 100 frames the smoke goes all the way to the other side of the frame
- cell size 10: in the same 100 frames smoke reaches only the half (middle) of the frame width
- cell size 5: reaches about a quarter
It's as if a unit for velocity or strength was a single cell not a real world unit - is that correct?

2. I had the scene animation range 0-200 frames and left the simulation for night on range 0-1000. When I came back today and changed the animation range to 0-1000 to view the simulation - it looked good till frame 200 and then something strange started to happen with the smoke shape and even parts of the smoke seemed to freeze in space, while other just passed them by.
When I resimulated with the animation range 0-1000 the problem did not occur.
Is there a bug with simulating out of animation range. I'm just asking as I was unable to recreate it in a shorter scene Sad

3. The simulation up to frame 200 looks great, good clumpy detail, but afterwards the detail seems to elongate, as if a horizontal direction blur was added. The velocity of the fumes seems constant, so the smoke doesn't seem to speed up there (no animation on wind or velocity damping).
Is it possible that the smoke travelling trough the grid creates (through heat or pressure) some sort of a tunnel that after a while influences the shape of the smoke?

Like I said general questions here as submitting the scene would ask everyone to simulate a 1000 frames sim Smile