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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 178
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 366
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 568
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 549
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 868
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 523
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 594
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FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 766
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,009
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 797
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| Plugin.ini Structure For Afterworks Plugins With Max 2008 |
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Posted by: hometime - 10-18-2007, 07:04 AM - Forum: DreamScape
- Replies (5)
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Trying to get Dreamscape and Fume FX working in Max 2008, have not gotten them to load yet.
The first dll error I get is DCPFLICS.dlu failed to initialize, error code 126 - The specified module could not be found, then the same with Dreamscape.dlr and then the same with FumeFX.dlo.
I assume it will work once I get all this sorted out, just looking for a little help that might save me some time. The plugins are authorized on this machine with Max 9 and I basically copied the directory structure from Max 9.
Edwin got me going with FinalRender by adding this text to the plugin.ini in the Max 2008 root folder:
Include]
cebas plugins=C:\Users\Public\Documents\cebas\3dsmax9toX_x64\cebas_plugin.ini
which was really simple, but I see no such ini file for Afterworks.
What's the editing I need to do?
Thanks,
Don
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| Smoke not emitting consistently |
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Posted by: Jordan - 10-17-2007, 07:14 AM - Forum: FumeFX [max]
- Replies (2)
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Hi guys,
Im trying to make snow being blown off the peak of a mountain.
I have a simple source just down one side of the mountain pointing up it with a directional velocity of 100 and a smoke amount of 200. I have a horizontal wind blowing across the mountain.
Some of my fume settings are as follows:
Quality 2
Max Iterations 100
Stride: .4
gravity .5
vorticity .05
Dissipation Strength: 0
Diffusion 0
The problem I have is that it starts off fine and looks good for a bit but then after about 250 frames the emitter hardly puts out any smoke, not enough to even get over the peak of the mountain.
I have tried increasing the source smoke amount but it doesnt really change anything.
Any ideas?
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| Changing Render Preset Cancels FFX Render |
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Posted by: hometime - 10-17-2007, 01:51 AM - Forum: FumeFX [max]
- Replies (2)
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I have a FinalRender Preset I built that if I change to it after having my FFX grid in the scene cancels the FFX effect render in the scene. I know the preset works because if I then delete the FFX grid, redraw one and run the sim, then render it renders normally. Any idea why this is happening?
It's quite frustrating since even if I save a preset as a default Max doesn't remember the full settings only the renderer upon opening a new scene, though a saved scene does retain the fR options I have set.
Thanks,
Don
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| MAX Goes Poof When Activating AB Noise Shape Preview |
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Posted by: Mike Truly - 10-15-2007, 05:07 PM - Forum: AfterBurn
- Replies (16)
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I have a very simple MAX9_32 SP2 scene where I am learning Afterburn. So far, all is well except when I try to activate the little preview window inside the Noise Shape Parameters. When I do this... the preview appears for a few seconds but has horizontal black stripes across the preview window. It's there for about 2 or 3 seconds then MAX completely disappears.
Sort of seems like a video display issue but my displays work excellent in all other respects and never crash MAX like this. (Dual QuadroFX 3450s driving 4 monitors).
Is crashing a known issue with AB in this way? In watching the training videos, the preview windows seem to work fine.
Thanks for any ideas!
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| AB shadow map crash? |
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Posted by: LaFields - 10-15-2007, 08:37 AM - Forum: AfterBurn
- Replies (2)
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I had been having a lot of crashes in a file, which by process of removal I've found to be caused by a bank of instanced direct lights which have AB shadow maps turned on. The lights have 64 map size, 8.0 sample range, bias 0.1, no specular, and a very low multiplier (.05). I started with many instanced lights (about 32), but gradually reduced them to only about 12, but it still crashes 3ds max. Basically , I am using these lights to cheaply simulate an area light. Any suggestions?
Lars
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| simulating via Backburner using Load Inital State |
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Posted by: kimlee - 10-05-2007, 05:15 PM - Forum: FumeFX [max]
- Replies (2)
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So can this be done and if so what is the procedure?
I'd like to submit a simulation via the 'use backburner' feature but also using the 'simulate from loaded initial state'
Can this be done? and if so how do you specify when submitting the job to the queue, to not just simulate from scratch.
Thanks in advance
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| Getting RGB velocity data out of Fume? |
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Posted by: lxdengar - 10-03-2007, 02:53 AM - Forum: FumeFX [max]
- Replies (5)
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Maybe I'm wrong about this and excuse me for my ignorance, but wasn't there a way to get the velocity channel data to render as velocity information?
I understand that I can render the channel via the channel data option via the Volume Shading option, but this channel puts out a float value, not the RGB value I hoped it would. Can someone enlighten me on how this is done?
Thanks!
Mike
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| Exporting seasurface normals as tiling bitmaps |
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Posted by: Steve Green - 10-02-2007, 11:24 AM - Forum: DreamScape
- Replies (5)
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Hi,
it would be handy to have a way to easily export the surface normals of a seasurface as a tiling bitmap.
You can render selected at the moment, but if you use choppiness the sea does not have a straight edge, so (as far as I can see) you have to have duplicate sea surfaces to fill the seam.
Thanks,
Steve
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