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  Out of memory
Posted by: jedihopper - 07-02-2008, 07:47 AM - Forum: FumeFX & NodeWorks [max] - Replies (5)

Why do FFX and Max crash when I simulate, I have 4gb of ram installed, and the simulation says that ram usage will be approx 740mb.
I think it should be enough to do the simulation, am I doing something wrong is there some settings I have missed?


  strange behavior FFX 1.1 and Vista x64
Posted by: Bandu - 06-30-2008, 02:47 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hi,

I've got some strange behavior stopping or canceling FFX simulation.
During the simulation I have 3 windows open. MAX Confusedhock: , FumeFX UI and FumeFX Output Preview.
If I let simulate till the end, everythings fine but as I stop or cancel the simulation MAX tries to update the view as well as FFX UI and FFX Perview.
And they NEVER stop!
All 3 windows update one after the other and never stop.
If I click on one, it shows (Not Responding) and then it starts updating the view again as well as the other two.
MAX stays in a loop updating the windows.
Only killmax.exe ( little old tool for killing MAX ) helps.

Is it a graphic card/drivers issue?

cheers,
Bandu


  Slow Smoke Plumes in FumeFX
Posted by: Jordan - 06-30-2008, 12:00 AM - Forum: FumeFX & NodeWorks [max] - Replies (8)

Im trying to animate the time scale/burn rate/turbulence size to quickly fill the frame with smoke plumes then have it slow down (and going to 1/3 the time scale) but have noticed that I begin to lose a lot of detail in the smoke and flames. Its is getting much softer and the edges of the smoke are softening and the scale of the "lumps" in the smoke is getting larger and smoother. The Flames are also smoothing out and loosing the small scale detail.
I would have thought the result of changing the timescale wouldnt do that type of thing.
Any suggestions to get the detail back in the slow part of the sim, or just getting detailed slow looking smoke.
Cheers,
Jordan


  indirect lighting on ffx smoke
Posted by: bdemetz - 06-29-2008, 12:31 AM - Forum: FumeFX & NodeWorks [max] - Replies (11)

Is this supported? I'm looking for any way to get it working: light tracer, final gather, gi, final render, vray, however.

Thx a ton,


  3.2c for max2009?
Posted by: aldred2 - 06-28-2008, 05:32 PM - Forum: AfterBurn - Replies (4)

Hi

I'm only seeing up to "MAX 2008 version" in the Files download area for 3.2c. Is there no version for max2009?

Thanks
Mark


  What exactly fdc or fxd files contains??
Posted by: fkkcloud - 06-28-2008, 01:52 AM - Forum: FumeFX & NodeWorks [max] - Replies (1)

Hi all,

What exactly kinds of data fdc or fxd files contains?

Thanks,

-J


  FinalRender+AB4+multiple lights=crash
Posted by: Filip Kaczorek - 06-27-2008, 02:37 PM - Forum: AfterBurn - Replies (11)

Ok, this one will probably be hard Sad

http://uploaded.to/?id=fqsc4n Max2008 64bit, Vista 64

Simple scene:
- particles with AB
- one spotlight with AB ShadowMap
- one Omni with AB Shadowmap
- FinalRender R2 as the renderer

If you render right now, it will be OK.
Add the omni as a second light to AB, render, and boom Sad

Observations:
- doesn't always happen,
- doesn't happen if only one light uses AB Shadowmap, and the rest uses Raystrace with Atmospheric shadows On,
- happens only with FinalRender - Scanline renders fine,
- sometimes it gets "fixed" if you add the second light, switch to Octane shader, render, switch back to Raymarcher.

Hope you'll be able to resolve it together with Cebas, though I know it will probably take long Smile


  Terrain Modifiers: Have to Close Max 2009
Posted by: hometime - 06-26-2008, 06:08 AM - Forum: DreamScape - Replies (3)

I'm trying to do some terrain editing and if I use any of the modifiers I have to close Max with CTRL-ALT-Delete, because Max just hangs indefinitely.
Don
Vista 64


  'cubic' patterns, voxels freezing, and/or flat spots
Posted by: bdemetz - 06-25-2008, 10:02 PM - Forum: FumeFX & NodeWorks [max] - Replies (9)

Hi all,

Anyone else noticing the following with 'cubic' turned on?

  • 1 - at the start of the sim, the first several frames before voxels spread show a boxlike pattern (i'd call it a cubic patternSmile) down the midpoint of each box side
  • 2 - likewise, after the sim starts to slow down, a linear x and y cubic pattern can be seen within smoke - as if it's moving through a 3d screen door
  • 3 - when temperature and/or pressure start to fade, some voxel areas seem to all of the sudden become frozen in the grid (see QUICKTIME)
  • 4 - the above noticed effect can also show up as what appear to be flat spots (almost like leaves of a tree) where the frozen voxel areas are hitting invisible shelves (see QUICKTIME), might be the same as #2
Perhaps 1-4 are all part of the same issue.

http://webarea.com/uploaded/aroberts/vox...g_test.mov
After you load the quicktime, scrub back and forth to see issues 3 & 4

Btw, with cubic turned off, none of these show up, though unfortunately the sim lacks the detail cubic offered it.

BRIAN DEMETZ
SR. TECHNICAL DIRECTOR
http://www.digitaldimension.com
818 845 2866
4100 WEST BURBANK BLVD, SUITE 200
BURBANK, CALIFORNIA 91505 USA


  smoke looks flat
Posted by: Alpa24 - 06-25-2008, 03:56 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hello,

I have made smoke with simple sorce that coming downword.
I put direct light and make raytreace shadow on in light.
In ui on cast and recive shadow.
But smoke looks like flate.