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FumeFX 7.5 [Maya] update
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10-05-2026, 08:44 AM
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05-06-2026, 01:45 PM
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FumeFX 7.0 GPU for Maya R...
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TyFloW
Forum: FumeFX & NodeWorks [max]
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FumeFX 7.5.2 [max] update
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02-24-2026, 05:09 PM
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FumeFX 7.5.1 [max] update
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FumeFX 7.5 GPU for 3ds ma...
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
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FumeFX 7.1 [max] update
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  script/plugin to simulate then render?
Posted by: worldyum - 08-26-2008, 10:25 PM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Is there a script or plugin for Max that allows me to run the simulation and then render (based on my settings) directly after the simulation is done?


  DCPFlics - temporary bundled licences (1)
Posted by: Filip Kaczorek - 08-26-2008, 02:47 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Ok,
I installed FFX today, registered it on Turbosquid with all three serials after commas.
TS confirmed it, gave an authorization string, told me I just registered:
FFX 1.1 license x1 and
FFX simulation license x2

I entered the string into the authorization window, and FFX works.

When I checked DCPFlics service on the license server we had:
AB4 license x1
DS2.5 license x1
FFX 1.1 license x1
temporary bundled license x1

what the hell is that one last bit???
I was unable to check if sl licenses worked or not today, but in my other installations they always showed as FFX simulation license x2, so what gives??


  smoke color/opacity on very fast sim
Posted by: Chris Pember - 08-25-2008, 06:21 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

ok, here's the situation...

I'm doing a sim that emits fume from an object, the smoke being driven by a wind SW with a strength of about 500. I'm doing this to sim something moving very fast without having gigantic sim bounds.

what I'd *like* to do is the opacity by age, or even the color by age.. which I cant seem to do at all. I've tried everything from grad ramps to, well, pretty much every map I can get a ramp off of Smile The sim itself, if you used particles, would have a particle life of maybe 3 frames

I'd love to know how to use the fluid mapping with a gradient, because it doesnt seem to work at all...What'd be cool as well is to have color/opacity based of distance to object(user picks object, like in the object mode in falloff map)

if you want to repro this scene, make a 30x30x30unit fume box, stick a simple source in it, add a wind with 500 strength, and sim. now try to put a gradient for opacity on it Smile

tks!

cp


  Opacity Texture Maps
Posted by: AdWalker - 08-25-2008, 02:47 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hi all.

First, is rendering opacity texture maps on objects inside and behind the fume fire supported by Fume?

I have burning leaves which are simply planes with a texture and opacity map.
When they burn you can clearly see the rectangle shape of the plane.
While the leaf renders fine on its own, when the fire is on it the opacity area is only partiality transparent.

Am I doing something wrong here? As far as I can tell I have all appropriate "use atmospheric" boxes checked.

Thanks for any help.


  crashes with noise preveiw windows open
Posted by: pbuckley - 08-21-2008, 06:41 AM - Forum: AfterBurn - Replies (3)

is anybody else getting lots of crashes and hangs when the noise preview windows are open in the AB rollout.
this has been a real pain in the ar#* forever and still seems to be buggy as.
Anybody else getting similar troubles???
any workarounds?

thanks in advance.

AB 4 by the way.


  Afterburn and maxscript
Posted by: Jordan - 08-20-2008, 03:12 AM - Forum: AfterBurn - Replies (5)

Hi, Im trying to script some lights to have AB Shadow Maps then set some values but I cant seem to access the AB Shadow Map properties. I can see them with show, but when I try to view their value I get:
-- Runtime error: Couldn't find a previously defined paramblock in AB_Shadow_MapShadow
And when I try to set their value I get:
** system exception **
Any other ways to access them?


  .fxp files
Posted by: Alpa24 - 08-19-2008, 03:57 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hello,

I have started fumefx with max2008 and made few flames and smoke
which are related to our company.Because of some problem
i need to all that effect which i made with fumefx in 2008 want to
transfer in max 8.

I save settings and copy .fxp file from 2008 plugins to max8 plugins
folder.Work properly but afc settings and gredient settings not comes
accet this all the parameter replaced.

Why they not comes ?

Thanking you


  "PFlow-ABurn" node... what does it do?
Posted by: Chewky - 08-16-2008, 07:45 AM - Forum: AfterBurn - Replies (3)

For simple clouds, do I need to use the "PFlow-ABurn" node? It has the teapot logo, so is this node a replacement for the "render node"?

I'm having a lot of render crashes and I'm curious if it's because I'm not using the "PFlow-ABurn" node.

Thanks! Smile


  Afterburn 4.0 and Multithread ON = Crash (2008, 2009, 32/64-
Posted by: Chewky - 08-15-2008, 10:58 AM - Forum: AfterBurn - Replies (8)

Essentially if I have multithreading turned on under the rendering tab in preferences I get crashes when I send a scene to render. The crashes seem to strike more often when I have multiple omni lights (more than 2) or multiple PFlow emitters. I tested this with 3ds Max 2008 and 2009 32-bit (windows xp sp3) and 3ds Max 2008 and 2009 64-bit (Vista 64 sp1).

I'm running a Mac Pro 8-core (dual Xenon Quads) with 14 Gb of RAM. With multithreading off my renders take 8-times longer since they're only using one of the eight processors.

Thanks guys!


  fume acap9 installing along with acap2009
Posted by: jejozwik - 08-12-2008, 03:15 AM - Forum: FumeFX & NodeWorks [max] - Replies (8)

hello, i have fume for max 2009 installed on my machine.

i recently received my copy of max 9 from autodesk and am trying to install fume for that.

only every time i run the "FumeFX 1.1 FULL (64-bit) ACAP9.exe" it goes into modify/repair/uninstall mode even thought the plugin does not exist in the max folder structure.

the installer never asks for a dir. it just goes directly into the mod.


any ideas?