Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums



(Advanced Search)

Forum Statistics
» Members: 3,803
» Latest member: DanielBaild
» Forum threads: 2,182
» Forum posts: 13,746

Full Statistics

Online Users
There are currently 49 online users.
» 0 Member(s) | 49 Guest(s)

Latest Threads
FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 177
FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 366
FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 568
FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 549
TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 868
FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 523
FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 594
FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 766
Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,009
FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 797

 
  FumeFX data import
Posted by: Garry Clarke - 10-01-2007, 03:11 PM - Forum: FumeFX [max] - Replies (4)

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


  Mental Ray poll
Posted by: sitnisati - 09-29-2007, 09:40 AM - Forum: FumeFX [max] - Replies (1)

Hello,

We would like to get your Mental Ray preferences to plan our future development.

Thank you for your time.

Regards,

Kresimir


  afterburn shader problems could be user error
Posted by: feldy - 09-28-2007, 09:20 PM - Forum: AfterBurn - Replies (2)

this is probally my fault but heres what i posted on cgtalk

Hey you guys i need a little help. my afterburn shader is driving me nuts. i am useing this as reference http://upload.wikimedia.org/wikiped...mar_Airshow.jpg


i am really trying to get that white like in the explosion to the right for my first few frames in the ab shader how ever i were i want white i am getting a ton of yellow and its to overly saturated. as you can see in some of the images here http://img406.imageshack.us/my.php?...problemsqa2.jpg

what i am i doing wrong in my shader i posted a nice pic with all the settings you need to see.


  Auto Stretch Limit
Posted by: Borgasm - 09-25-2007, 11:41 AM - Forum: AfterBurn - Replies (2)

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


  Anti Alliasing Shadows in dreamscape
Posted by: Archetype - 09-21-2007, 12:59 PM - Forum: DreamScape - Replies (2)

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


  FumeFX Pflow Test
Posted by: Solitude - 09-20-2007, 06:50 PM - Forum: FumeFX [max] - Replies (2)

How can I test if a voxel has a negative temperature value? It seems that it only checks in positive values.


  Object Src by Selection
Posted by: Solitude - 09-20-2007, 01:09 AM - Forum: FumeFX [max] - Replies (4)

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."
)


  error in max 9 x64 e:\max6sdk\includer9\point3.h#196
Posted by: hungereater - 09-15-2007, 08:04 AM - Forum: AfterBurn - Replies (8)

Did a new version from 3.2a get posted for this error? saw on Autodesk's forum that this has been around since may. Not only to Afterburn but also FumeFX.

getting this error in max 9 x64:
e:\max6sdk\includer9\point3.h#196


  VMap Network Rendering Error
Posted by: Borgasm - 09-13-2007, 11:14 AM - Forum: AfterBurn - Replies (3)

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


  multiple fume grid rendering
Posted by: ss891317 - 09-11-2007, 07:27 PM - Forum: FumeFX [max] - Replies (10)

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 ?