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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: 187
FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
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» Views: 368
FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 578
FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 553
TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 887
FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 533
FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 595
FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
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» Views: 768
Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,015
FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 799

 
  Fume 4.1 gpu preview flipped
Posted by: mattv - 04-06-2017, 03:55 AM - Forum: FumeFX [maya] - Replies (10)

With my copy of Fume 4.1 and Maya 2017 I'm noticing that the gpu preview is flipped horizontally from what the maya viewport shows. Example image below:

[Image: O1tKF6W.jpg]


  Vray Network Rendering and FFX
Posted by: shawnolson - 04-05-2017, 03:20 PM - Forum: FumeFX [max] - Replies (3)

I only recently started using Vray and am preparing to set up for some shots on the local network. Does FX require an extra render node license per node like MR does? I didn't see this info on the Max product page for Vray, just MR. The Maya product page does say that an extra license is needed. Can you clarify?


  3DS MAX 2018 Arnold Support?
Posted by: CDAshton - 04-04-2017, 05:39 PM - Forum: FumeFX [max] - Replies (4)

Hi! I noticed Autodesk are dropping Mental Ray from 3ds Max 2018 which is due out this month, and have instead bought Arnold and will be shipping it with Max 2018 as a built in renderer. Will FFX4 support this out of the box or will it need a new shader like Mental Ray has?


  Afterburn not showing in viewport
Posted by: BaldEagle - 03-27-2017, 11:48 PM - Forum: AfterBurn - Replies (2)

After adding Thinking Particles as the source particles, and then selecting Show in Viewport, there are no spheres in the viewport. However, they do show up when rendered. Also, when I select different sized spheres in Particle Shape, they are all the same size when rendered. I can't see the results of selecting the sizes in the viewport as mentioned above. Some help please. I'm running Max 2016, and AB 4.1.4.


  TP export with FFX
Posted by: lexovy - 03-23-2017, 09:12 AM - Forum: FumeFX [max] - Replies (1)

Hi all ! Smile

First of all sorry if my english seems not correct but I'll do my best.

Currently I'm on 3dsmax 2017, TP version 6.4.91.

Here is the situation. I'm using a VolumeBreaker node to break my geo over time so it does not break at the same time. I'm trying to export the TP group of the geo breaking overtime, through Alembic because I would like parts of geo to collide with Fumefx. But for some reasons when I assign the ABC_Objects to fumefx and sim it, FFX says Building Voxel ERROR - Code 0 for some of the geos, I then tried with Xmesh, I get inconsistent mesh, velocity turn to 0.0.

I made some test to recreate that issue and realized that Xmesh don't like topology changes over time, It's better to get a consistent break for Alembic and XMesh. I then tried to make the geo break instantly and it works just great.
I know that it can be done with some ajustements but don't know exactly wich ones.

Here's there someone who had this issue and found a way to make it work with Alembic and XMesh ? Is there a thing that I'm missing ?

Thank you so much for your help and time.

EDIT : I found what error 0 was, it's related to the fact that the geo assign to fumefx is hiden or not physicaly there, from the test I made. So no big deal there ! Smile But still trying to find for XMesh


  Alpha and AE Compositing Issue
Posted by: PaWinterton - 03-18-2017, 10:17 PM - Forum: FumeFX [max] - Replies (6)

I created a fire and smoke effect with Max2016/FFX4.0.2. For testing I used a plate in the Max Environment channel. The fire and smoke composite nicely within Max.

If I render the FFX on black as TGA and export to AfterEffects the alpha channel is not adequate to give the same results as the composited render I achieved in Max. Also, but this might be the same alpha problem, but I've lost some (orange) color from the fire and the overall looks yellow.

Files attached for discussion.


  FumeFX 3.5.5R2016 32-bit
Posted by: BaldEagle - 03-18-2017, 07:05 PM - Forum: FumeFX [max] - Replies (4)

Some Help Please ---
Several things:
1. How do I conatact support when there is a problem?
2. I'm running 32-bit when my machine is 64-bit. How do I download the 64-bit version of 3.5.5?
3. The FumeFX UI isn't coming up when depressing the button in the Modify tab. How can this be fixed? I can't redownload anything from the site.
Thanks
Richard


  Turbulence Noise Scale
Posted by: jlelievre - 03-14-2017, 05:45 PM - Forum: FumeFX [max] - Replies (5)

Maybe this is the way FumeFX is supposed to work but I have not noticed this until today. If I have a FumeFX container, say 500x500x500 and and I set the Turbulence to a scale of 50, if I then copy that container, set it to 1000x1000x1000, the scale divides in half? The value is the same in both containers, but the preview window is showing me two different noise patterns. I prepped a little video linked below to showcase what I mean. In my scene, I have 2 containers. one small, and one bigger; both have the same turb values but the preview windows shows different scaling of the pattern. When I render out both containers, the larger container has a higher frequency noise pattern.

https://www.dropbox.com/s/v4azlloh6brsn ... e.mp4?dl=0


  zDepth Maya Arnold or Mental Ray
Posted by: riouxr - 03-11-2017, 01:41 AM - Forum: FumeFX [maya] - Replies (2)

Hi! How can I get smoke to appear in the zDepth channel in Maya using either Mental Rey or Arnold? Cheers,


  Maya 2017 - Update 3 - Arnold
Posted by: vuvey - 02-28-2017, 02:49 PM - Forum: FumeFX [maya] - Replies (10)

hello,

after updating to update 3, I guess there is a newer arnold version coming with it..
the render shows up black/empty again..

do I need to revert to an older arnold version, or will the shaders be updated?

thx