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| Latest Threads |
FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 177
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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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| FumeFX data import |
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Posted by: Garry Clarke - 10-01-2007, 03:11 PM - Forum: FumeFX [max]
- Replies (4)
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Hi
I’m currently collaborating with a company that would like me to use Fume FX to produce a realistic representation of a fire occurring on an offshore gas installation.
My client is using ANSYS-CFX to perform a full CFD combustion model and could provide me with any/all data that result from this analysis (ie transients of temperature, reactant and product concentrations, fluid velocities, turbulence measures. Etcetera)
Clearly if we could transfer their data directly into FumeFX such that the data can become source terms that would be a great advantage and would interest my client greatly in future projects as fire safety forms a large part of their business.
Any insight into this would be greatly appreciated.
Kind Regards
Garry Clarke
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| Mental Ray poll |
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Posted by: sitnisati - 09-29-2007, 09:40 AM - Forum: FumeFX [max]
- Replies (1)
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Hello,
We would like to get your Mental Ray preferences to plan our future development.
Thank you for your time.
Regards,
Kresimir
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| Auto Stretch Limit |
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Posted by: Borgasm - 09-25-2007, 11:41 AM - Forum: AfterBurn
- Replies (2)
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I'm wondering if there is a way to increase the 'auto stretch' value more than 999?
I have some particles moving very slowly but want to stretch them quite drastically along their directional axis.
Thanks
Aaron
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| Anti Alliasing Shadows in dreamscape |
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Posted by: Archetype - 09-21-2007, 12:59 PM - Forum: DreamScape
- Replies (2)
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Hello my fellow users,
Are there any other people who experience the same A/A issue when using the dreamscape sun.
"check linked image"
i have found my own way around it but it requires another lightsource andthe use of a raytraced shadow on that light and this increases my rendertime severely and as a second my scene lightning ofcourse.
Therefore i was wondering if anyone found another solution to this problem.
with regards
jeroen
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| Object Src by Selection |
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Posted by: Solitude - 09-20-2007, 01:09 AM - Forum: FumeFX [max]
- Replies (4)
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Hey guys I was sick of creating an object source for each flippin object I needed to have an obj source for... at least sick of it when there were like 20 of them.
Due to some funky array stuff in the way fume handles it's objects and stuff you cannot create an object src with an object listed for the source object. So instead what we have to do is copy it then change it after it's been assigned. What's that mean? You have to first have an object source in the scene with an object assigned in the source object area. In fact it can even say "deleted"...basically it just can't be empty.
So Create an Object Src, pick an object then select any objects you want to be a source object, and run the script. You will be prompted to select which obj src you want to copy, then it should copy the object src, assign it to an object, move it to that object, and also link it to that object.
Special thanks to Eric "the machine" Hulser for helping me out
Code: /*!
\file FumeObjSrcBySelection.ms
\remarks Create a object_src, set its object, and run on a selection of geometry
\author Ian Farnsworth
\author Email: farnsworth@blur.com
\author Company: Blur Studio
\date 09/19/07
*/
(
if (getClassInstances Object_src).count > 0 then (
-- Don't do anything if no objects are selected
if selection.count != 0 then (
messageBox "Select Object Source to be copied"
-- Pick a object source to copy
function filterObjSrc obj = ( classof obj == object_src )
local objSrc = pickobject filter:filterObjSrc
-- If user picks an objectSrc
if objSrc != undefined then (
-- and the object src has 1 object in its list
if objSrc.object.count == 1 then (
-- Go through the selection for all objects that are geometryclass
local success = false
for obj in selection as array where superclassof obj == GeometryClass do (
SrcCopy = copy objSrc
SrcCopy.pos = obj.pos --copy and move object src to source object
SrcCopy.object = #(obj) --selection has to be an array
SrcCopy.parent = obj --parent object src to source object
success = true
) --end i loop
if not success then messageBox "You have to have some Geometry selected for this to work."
)
else messageBox "Your Object Source has to have 1 object in its fucking list."
)
)
else messageBox "You have to have some geometry selected"
)
else messageBox "There are no Object Sources in your scene."
)
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| VMap Network Rendering Error |
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Posted by: Borgasm - 09-13-2007, 11:14 AM - Forum: AfterBurn
- Replies (3)
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I'm having problems network rendering using the VMap daemon.
Locally my scene renders fine in just a couple of seconds but as soon as I send it to render over the network using backburner the renders take up to 3 hours per frame. I rebuilt a very simple scene that just uses a default PFlow with default Afterburn settings and the same problem occurs as soon as I add the VMap Daemon (with a default noise map).
I have changed the noise settings in Afterburn to 0 as it recommends in the help file. I also noticed that the render is only using 1 of the 4 CPUs when it tries to render over the network and all 4 locally. The problem seems more than this though as when I restrict my local machine to only use 1 CPU it still renders in 8 seconds.
Any help/ideas appreciated.
Thanks
Aaron
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| multiple fume grid rendering |
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Posted by: ss891317 - 09-11-2007, 07:27 PM - Forum: FumeFX [max]
- Replies (10)
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when render more than 2 fume grids then I have some frames drop and cast shadow flickering in render farm.
sometimes it looks fine but most of rendering has same problem. Any idea ?
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