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FumeFX 7.5 [Maya] update
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Forum: FumeFX [max]
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FumeFX 7.5.2 [max] update
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
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FumeFX 7.1 [max] update
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  Have FFX to follow a PF source
Posted by: jedihopper - 02-01-2008, 01:39 PM - Forum: FumeFX [max] - Replies (3)

I have tried and tried to have the FFX to follow a particle system, is that possible, mostly I think it´s the opposite.
I have send a test scene I have tried to have the smoke to follow the paticles. Does anybody know how to fix it or is it better to have afterburner to achive that effect.


  Attaching animated meshes to single mesh?
Posted by: emil_vfx - 01-28-2008, 09:12 AM - Forum: FumeFX [max] - Replies (19)

Hello guys!

I'ver already posted that question on cgtalk, but no response so far. Sad

I have a serious problem. Here is it:
A have a scene with multiple animated objects/meshes. Now I would like to attach them to one single mesh, whereas the animation of every single mesh should be preserved? It it possible? I found a script on scriptspot called Attach and Preserve Animation, but it seems that it's not working (I get an error, although all objects are Editable Meshes and vertex baked before with "Bake" by John Burnett as required). I would like to use the attached mesh as an ObjSrc Emitter for FumeFX.

Or if it is a possibility to automatically define multiple objects (around 100 pieces and more) as emitters with instanced Smoke, Velocity etc. values, much better! Big Grin

Any help is appreciated!

Thanks!

Greets
Emil


  FumeFX Installation
Posted by: cnaeger - 01-27-2008, 09:43 AM - Forum: FumeFX [max] - Replies (10)

I installed an authorized FumeFX but am having some issues with doing the first tutorial.

Running Max 9 SP2, FumeFX 1.0a (Note: SP2 was installed after experiencing the following issue)

When I try the candle tutorial and get to the step where you select the helper object basically it will not select. After selecting the wick it just goes back to the 4 button configuration. When I select object source again nothing it shows nothing was selected.

Also on any completed sample file if I render no Fume effect shows and if I click the simulation button Max crashes.

Any guidance would be appreciated. The plugin seems to have authenticated properly.

Thanks,
Chad


  Liquid Fluid Simulation in the future ?
Posted by: CHaas - 01-24-2008, 06:06 PM - Forum: FumeFX [max] - Replies (2)

I just did some tests with the freeware Blender and the build in Water fluid simulation. I am impressed by the output from a free tool and i am asking myself it it is possible for future releases of fume to include such a solver ? As far as i know the fluid in Blender use a free code base, so maybe it is possible to use same code fragments in fume for water, it use a bounding box like fume, defines fluid objekts and deflektors in a similar way. It´s just a thougt, but a fluid simulator with both water AND fire in one solve would be great.

chris


  Pixellation Error
Posted by: Borgasm - 01-23-2008, 03:38 PM - Forum: AfterBurn - Replies (3)

I'm having a problem rendering one of my afterburns. It doesn't seem to be a step size issue as I can change it from 25 to 0.001 (lowest value) and it makes no difference. I have had this problem before but thought it might be something to do with Realflow particles. This scene does not have any realflow particle and just uses a ParticleArray. My scene scale is unavoidably very large (the sphere emitting these particles is at 176000 units). Has anyone had a similar problem to this? I thought I would check before I spend hours finding the cause or a workaround.

Here's the problem:
[Image: PixellationError.jpg]
These clouds should be smooth.

Any help appreciated.
Thanks
Aaron

3ds Max 9 x64
Windows XPx64
Afterburn 3 with latest update


  no apparent script support for Afterburn?
Posted by: danieljhourigan - 01-22-2008, 07:09 AM - Forum: AfterBurn - Replies (2)

Im currently writing a script to automate some explosions for an upcoming job i'm working on, apart from the 4 commands listed in the help file, i cannot find, or figure out for that matter commands for adding and changing keys for the explode daemon?
any help or thoughts?

regards,
d


  Max particle transparancy problem when near sun
Posted by: jeremy bryant - 01-20-2008, 07:18 PM - Forum: DreamScape - Replies (2)

I'm using a Superspray with a facing particle. The texture is a simple smoke TGA using the alpha channel. It looks fine in the viewports and scanline renderer. When the particle system comes anywhere near the Dreamscape sun, you can see the shape of the geometry (sqaure). Any Ideas on what is causeing this? Cast/recieve shadows, reflections, specularity, ect. are all disabled. When away from the sun it looks fine, setting the glow parameter to (0) fixes it, but then I have no sun...


  check out Terragen2 for the clouds
Posted by: rimpas - 01-17-2008, 04:20 PM - Forum: DreamScape - Replies (2)

i'm sure a bunch of folks have played with it and i'm hoping the Sitni Sati guys will or have checked it out so they can learn from it. the clouds are amazing in terms of variety (cirrus, alto, cumulus, 2D & 3D versions), the controls and quality of the output. though currently the rendering times are so so so long. its painful. it should be addressed with the upcoming beta.

we gotta get these quality of clouds in the next version of DS.

cheers,
Rom


  transparency problem with multiple cloud layers
Posted by: chait - 01-09-2008, 11:28 PM - Forum: DreamScape - Replies (2)

hi, hope fully someone can help out ?
i have treeplanes with a lot of opacity near the horizon and two cloudlayers (one stratus and one cirrus).
when i render it out the 100%-see-through-parts of the planes are very recognizable from the sky.
when i switch off any of the cloudlayers the problem is gone. i mean this problem appears only when more than one cloud layer is being used.
am i doing something wrong and is there a quick way to fix it,
or do i have to render out various layers seperately and composite them later back together ?
thanks in advance !


  multithreading update
Posted by: ScBuchanan - 01-03-2008, 05:52 PM - Forum: FumeFX [max] - Replies (4)

Just curious to know when we may expect the update to correct the multithreading problem in max 08? Thanks.