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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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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
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FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
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  fumefx 3.5.8 maya 2016 sp6 crash on windows 10 pro 1607
Posted by: purchase - 08-23-2017, 02:06 PM - Forum: FumeFX [maya] - Replies (3)

Hi,

On Windows 10 Pro 1607, we've noticed that when creating a simple FumeFX node Maya freezes and then crashes. We haven't seen this behavior on Windows 7 64bit.

Is there a solution to this?

Regards


  Smoke opacity once it s cached
Posted by: BB_np - 08-08-2017, 06:16 PM - Forum: FumeFX [maya] - Replies (4)

Hi

I ve got a very long cached smoke trail and it needs to be rendered at different angles/cameras. The side and back works fine but hte one traveling forwards I am having issues of looking really thick at the end even tho the trail itself isn't thick.
As this is already cached and I want to avoid recaching, I tried playing around with the opacity ramp but that didn't seem to work.
Do you have any suggestions of how to apply a ramp in the opacity with the beginning of hte trail to be most visible and at the end to fade away?


Thanks
N


  3dsmax 2018 + fumeFX Crash
Posted by: ignaciox10s - 08-01-2017, 01:23 AM - Forum: FumeFX [max] - Replies (13)

Hi there,

we have several licenses installed of Fume FX on Max 2018, we have it working on several machines as well. but two of them just crashes when I press the "fumeFX" button on the creation panel, directly without asking anything at all, just crashes Max.

I tried mergin FumeFX elements from another scene, also crashes.
The emitters I can place them without problems though...

We tried:
clean install of FumeFx
Delete Max2018 and clean intall it and clean install FumeFx
We tried giving permisions to writte the folders and files of FumeFx
We tried Adding manualy the server that we are using for the licenses.

So far, no luck.
Any ideas?

in 2017 works perfectly.
Thanks!
Nacho.


  Slow Performance in Max 2017
Posted by: rramirez - 07-26-2017, 05:12 PM - Forum: FumeFX [max] - Replies (1)

We've noticed an issue at work recently where FumeFX is significantly slower in Max 2017 than it was in 2014. Simulation times seem to be only slightly slower when the preview window is not open. Having the preview window open is a lot slower. Additionally, any cache reading is slower. FumeFX follow in PFlow is much slower in 2017 vs 2014. When opening the preview window on the same cache in 2014 and 2017, the FPS when playing is a quarter of the speed in 2017 that it is in 2017. Has anyone seen this issue or know of a fix?


  Windows Defender Marking FumeFX41R2018.EXE as trojan
Posted by: shawnolson - 07-25-2017, 04:00 PM - Forum: FumeFX [max] - Replies (10)

Not sure what can be done about this, but Windows Defender is now marking FumeFX41R2018.EXE (downloaded from member area just yesterday) as a Trojan. According to Windows Defender (Windows 10), it's got Win32/Rundas.B. Maybe there is a way to submit the file to Windows to remove this issue.


  Error with Follow Field
Posted by: yfripp - 07-18-2017, 06:22 AM - Forum: FumeFX [maya] - Replies (2)

Hi,

I have an error that is constantly popping up in the script editor in Maya 2017 with a Follow Field

// Error: FumeFX: ERROR in plug.logicalIndex.
//
// (kFailure): Data type is not valid here //
// -> in file field\ffxFollowField.cpp and line 330 //

The nParticles still follow the fume Volume but not quite as expected as the emitted particles appear to be emitting infront of the source object (The same object that is emitting the Fuel is also emitting the particles and it also seem to be making Maya super unstable.

The results are as expected in Maya 2016

Thanks,
Juri


  Offline documentation succeeding CHM
Posted by: glacierise - 07-05-2017, 03:06 PM - Forum: FumeFX [max] - Replies (6)

Hi,

For security reasons, we can't open CHM, and we're behind a firewall to the outside world, so we need a new form of offline documentation, something like PDF would be great.

Thanks!


  Selecting Particle is PFLow
Posted by: BaldEagle - 06-16-2017, 10:08 PM - Forum: FumeFX [max] - Replies (2)

Using FumeFX 3.5.5 with Max2016 PFLow. I have two particle sources and want to select a PFlow particle for each source. If using only one particle source, there's no problem. I've tried clicking on each particle source; on the PF Source without success. This is not a problem with tp


  Storm Clouds in Maya?
Posted by: skeletalsabaki - 06-13-2017, 06:36 PM - Forum: FumeFX [maya] - Replies (1)

Hi guys,

Two questions on Storm clouds:

1) I've noticed that many clouds have a smooth underside and a 'volatile' upper part:
[Image: DSC_3040-wide-cloud2.jpg]
Has anyone worked out a good way to simulate this so it looks natural? I've tried building it through an object source tied to a mesh that is rough on top but smooth on the bottom, but I'm not satisfied.

2) Some storm clouds have coloring that is very dark/opaque in a specific region. This clouds in this image are very dark along the upper-left edge. The darkness fades out towards the center of the cloud. The other edges to do not have this characteristic:

[Image: storm_clouds_illuminated_by_lightning_by...6d1x6g.jpg]

I am saving out my Fume clouds as VDB and rendering with Arnold...any thoughts on how to shade the VDP so it has this 'darkened region' characteristic?

Thank you for any insights :VOPI :VOPI


  Strange sim speed change on save/reopen
Posted by: KenTanker0us - 06-06-2017, 12:14 AM - Forum: FumeFX [max] - Replies (11)

Hello friends, I'm experiencing a strange slowness when I sim after re-opening a scene. I've been able to re-create it a number of times.

I create an FFX grid, add an Object Source helper, make a small sphere, add it to the helper, add that helper to FFX. Move the sphere into the lower center of the grid.
Turn off fuel, smoke only. Set my directories.

This sims SUPER quick. A little sphere emitting smoke.

BUT...

Now I save it and re-open it. The sim is DOG SLOW. I wonder if anyone can offer any insight? What am I doing wrong?

I appreciate any and all advice.

Ken