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  Fire shadow
Posted by: Alpa24 - 06-24-2008, 04:11 AM - Forum: FumeFX & NodeWorks [max] - Replies (6)

Hi,

I am very new to fume fx just purchace from few days ago.
I want shadow of fire on its near object.I get reflection but cant get shadow.

How can i make this ?

Thanks


  FumeFX UI
Posted by: Bandu - 06-19-2008, 11:42 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

how difficult is it for FFX UI to remember its position on screen in saved files?
In an open MAX session FFX UI stays where I pull it, but after reloading the file its always somewhere in the middle of my screen

cheers
Bandu


  Cirrus clouds - blocky artifacts - again?
Posted by: Filip Kaczorek - 06-12-2008, 12:40 PM - Forum: DreamScape - Replies (6)

http://uploaded.to/?id=bo8apm Max 2008

[Image: dstb4.jpg]
[Image: dstb4.b1066a7740.jpg]

I seem to remember it was an issue and it was fixed Sad

Now we're on Max 2008 64, Vista 64, latest DS and boom Sad

The only solution I found is to reduce the sharpness - but the clouds loose detail long before those blocks dissapear so it's not really a good solution Smile

Any ideas?

PS. DS crashed a couple of times on the preview window on this scene, but ofcourse when I wanted to test it before submitting here it did not Smile So check that as well when you open this scene.
Anybody else having crashes in the preview window on Max 2008?


  flicker on my smoke
Posted by: mamali132002 - 06-10-2008, 02:37 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

hi guys
i have a problem with smoke
see picture ...
i have some flicker on my smoke (black noise)
whats that? how can i fix that ?

thanx a lot


  Dreamscape SubSurface "fog cut"
Posted by: Digifant - 06-09-2008, 03:00 PM - Forum: DreamScape - Replies (5)

Hi

I'm doing a scene below the water and when I render it seems that the part of the objects that are in front of the Sea Surface gives a different density of the "Dreamscape: SubSurface" than the part not in front. See picture below.

Looks like the "cut" is right where the horizon is.
Anyone who know how to fix this?

I'm using Dreamscape 2.5 in 3ds Max 9 and rendering with Vray.

Regards,
Digifant


  Chimney effect
Posted by: ogdgs - 06-09-2008, 07:42 AM - Forum: FumeFX & NodeWorks [max] - Replies (9)

Hi

I’m trying to recreate the effect of a fire drawing up a chimney. Once the fire gets going the fire should be “sucked” up the chimney. Please see:

https://n1.fileflow.com:443/fileflow/do ... uOS&type=1

as you can see there is no difference when the chimney is present.

Is this a limitation of the software? I believe this effect would require the pressure in the chimney to drop below atmospheric pressure. Is this possible in FumeFX?

thanks

OLIVER GUEST


  issues with clouds "Alternating cloud renders onXP64-32"
Posted by: Archetype - 06-06-2008, 08:12 AM - Forum: DreamScape - Replies (4)

Hello,
we've encountered a slight problem with dreamscape clouds, when we render them out one machines renders a different set of clouds compared to all the others network rendering.

this means we cant render with this machine "my workstation" because it will scatter the animation with wrong frames.
its cutting our render capacity by about 10% atm.

the only real difference between my workstation is the graphical card/operating system.
all the rendermachines are still running xp32 where as my machine is running xp64
"i cant imagine it being my graphic cards".

the machine is forced to render in max 32bit though

after some more digging, for some reason all the machine's running 32 bit xp are rendering the clouds wrongly the only machine thats actualy doing it right is the 64 bit machine according to the preview window in dreamscape that is "shows the same clouds as on the render and the 32 bit machines show shifted clouds".

any one here who has had a simular experience, knows of this problem and posible has a solution?

With regards,
jeroen


  Vray GI Multiply and render passes.
Posted by: fkkcloud - 05-30-2008, 06:17 PM - Forum: FumeFX & NodeWorks [max] - Replies (1)

Hi all,

Is it possible to render it with the only light coming from the fumefx fire?

Thanks, Smile


  global variables not acceseble when sim again...?
Posted by: Capitanred - 05-30-2008, 11:24 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Hi

I'm trying to learn some fume sim scripting. I've tried this:

Code:
-- GLOBAL VARIABLES
------------------
-- declare here...

-- FUNCTIONS
------------

-- before first step has started, but after snapshots have been loaded etc...
fn PreSim = (
    print pointArr
    print "pointArr should be printed above!"
    if pointArr != undefined then(
        for i in pointArr do(
            delete i
        )
    )
    global pointArr = #()
    for i in 0 to (voxels-1) do(
        myPoint = point pos:(ffxIndexToWorld i) Box:on cross:off size:2 constantscreensize:on
        append pointArr myPoint
        --addModifier myPoint (Voxel_Data())
    )
    ffxHoldWindowOnce()
    print pointArr
    print "STOP-----------------\n---------------------"
)

but when I run the sim again, the global pointArr isn't there anymore. Is there a way to make the array accessible in all simulations of this FFX?


  Fumefx advice needed
Posted by: Painkiller86 - 05-28-2008, 01:32 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hi everyone.
I’m designing a website for someone and I have been requested to create an effect like this

http://www.youtube.com/watch?v=urvKrKuHmf8

At first I thought that it was just hollow lettering with a source emitter inside but now I realize that there is more to it than that. There also seems to be smoke coming off the surface of the letters as well as filling the inside of them. I’m not new to fumefx but this one’s got me!?

If someone could steer me in the right direction as to how this was done, I could really use the help because I’m just stuck.