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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
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» Views: 176
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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: 567
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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: 522
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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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| Vista x64 preview problem |
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Posted by: Bandu - 09-10-2007, 07:07 PM - Forum: FumeFX [max]
- Replies (10)
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Trying to make a FFX 1.0a symulation preview, max9 x64 SP2 on Vista Ultimate x64 crash.
max9 x32 on Vista x64 does the preview without any problems.
Bandu
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| Have the smoke sucked down |
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Posted by: jedihopper - 09-07-2007, 06:27 AM - Forum: FumeFX [max]
- Replies (2)
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I´m makeing a simulation and I need to show smoke that is sucked down throu big grid in a table.
I can get the paticles to do what I want but the smoke is still going up, some voxels are following down but most of them is going up.
Is there something I missed with the particles or in the FFX simulation?
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| How to make an alpha background with DS effect? |
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Posted by: AlexandreJesus - 08-30-2007, 05:07 PM - Forum: DreamScape
- Replies (2)
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I need to change my background in postproduction, in photoshop. I rendered the alpha render elements but shows the DS sky, how i make the background black but still receive the nice DS sky and clouds reflection in the windows, door glass? I thought that "Apply to background" will do the trick, disabling don`t showing nothing in the background but appeared the objects scene, but didn`t worrk. The glass stayed all black.
Btw this my first post in here. Continue the good work. 
I`m using:
win xp pro sp2
3ds max 9 32 bit
final render stage 1r2.0
Dreamscape 2.5c
Bionatics natfx
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| Fume SL = 1 cpu? |
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Posted by: joescarr - 08-25-2007, 09:51 PM - Forum: FumeFX [max]
- Replies (4)
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Hi,
We are trying to use FumeSLave with Backburner. We submit the job and it simulates okay, but only 50% of all cpu are used? This is a 2 cpu slave.... and he only uses 1 cpu.
Are we doing something wrong?
Does anyone know if this is a known bug?
thanks!
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| Raytraced shadows and Vray |
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Posted by: mitchgates - 08-23-2007, 03:57 PM - Forum: FumeFX [max]
- Replies (5)
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I've found that if you render Fume smoke with Raytraced shadows (Max native) and Vray (1.5 RC4) the shading of the smoke is VERY dark. If you use Shadowmaps or VrayShadows (non-area) it looks correct. If you use Raytraced shadows with Scanline renderer it also looks fine. Any thoughts? Using Max 8, btw.
Thanks,
Mitch
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| Scaling and fumefx? |
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Posted by: harlequin - 08-22-2007, 09:13 PM - Forum: FumeFX [max]
- Replies (2)
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Greetings everyone.
My name is Simon and I'm a new user to fluid and fumefx since one or two months. I've been doing particles from a year and half now, mainly on "300" and some minor projects. Four our latest project, we decided to use fumefx and i'm loving it.
So let's proceed with my question. My old mentor always taught me to have the proper scaling, so i'll start with that.
My question for today is:
1- How do handle different scaling in fumefx? Do you work with a huge scene for a big tunnel with smoke comming throught it at high speed and stay at that scaling for a cup of coffee fumming on the table? Does the unit setup of your scene is fixed and you scale up/down the objects needed for the collision or do you change it in relation to what ya need to do? Back at job, we worked with xsi and they've got 1 xsi unit=1 feet, so everything they send me is scaled this way.
So this interrogation lead me to another qurestion...
2- What the difference in the noise scaling if you put a value of "20" or "100". Is "20" the basis scaling? As you get higher in value, does it means that the size of my turbulent noise is more appropriate for simulating bigger phenomenon?
I'll probably have more questions as i explored the software, but right now it seem to be my main problem, i always get fuzzy result, not heavy and dense smoke like we can see in : "A pattern appears in smoke renders: How to fix?" thread. We can clearly see that the smoke that 4dartist did is opaque and turbulent.
Thanks.
Simon
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| Container extend wish for the future |
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Posted by: CHaas - 08-22-2007, 02:09 PM - Forum: FumeFX [max]
- Replies (3)
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I am not sure if my wish is possible with fluids: at the moment i am doing some high raising smoke simulations and often i start the simulation and after some time the smoke goes through the container ceiling. Now i have to extend the container and start the simulation again from the beginning, even if i like the simulation i did to this point.
It would be great to extend the container without simulation again. Or, much better, if i could build a second container, put this one in the ceiling area with some overlapping and fume would be able to give the edge voxel simulation from one container over to another one. In this case it would be possible for example, to refine my problem areas. And start with simple space simulations on the ground and build a container with higher spacing on the top.
Is this possible with fluids ? maybe in future releases ?
chris
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