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FumeFX 7.5 [Maya] update
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Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
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FumeFX 7.6 [max] update
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Last Post: Kresimir Tkalcec
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
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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
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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
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FumeFX 7.1 [max] update
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Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
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| Using Effectors to colour a fire sim |
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Posted by: Hughj - 09-29-2016, 04:30 PM - Forum: FumeFX [max]
- Replies (3)
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Hello,
I'm trying to apply color to a fire simulation by using an effector. I am getting some colour to appear in the grid from the effector, but I'm not sure I'm applying it correctly.
In the effector I have a gradient ramp in the colour tab, and the input is set to Fire. I'm not sure which values I need to enter as the Min and Max Range for the input, so I'm running a sim and adjusting the Display Threshold to see what the maximum value is, which I then enter into the Range Max. This isn't a very accurate method though.
Is there a way I can apply the values of the gradient ramp to what are the correct Min and Max of the fire voxels?
I've attached a screengrab showing the problem.
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| Convert fxd to vdb |
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Posted by: Hughj - 09-29-2016, 02:30 PM - Forum: FumeFX [max]
- Replies (4)
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Is this possible to do? we have a number of large sims cached as fxd, but now we need to render them in the V-Ray volume grid. Is it possible to convert sims cached as an fxd sequence to a vdb without simming again?
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| FumeFx Preview window causes Max to hang |
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Posted by: Hughj - 09-29-2016, 01:48 PM - Forum: FumeFX [max]
- Replies (2)
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Hello,
I'm currently using 4.05 but I've had this issue with older versions of Fume. The basic problem is that when the preview window is set to automatic update and a number of voxels are visible in frame, it uses 100% of the cpu which makes the UI unresponsive, and hangs Max. It's not even possible then to turn off automatic update to regain control. The only solution is to kill Max and re-load.
This occurs even when previewing small cache files of 40mb per frame. I can get round the problem by turning off automatic update, but it would be better to be able to view shader and render changes while making them. Fume didn't used to do this, but it seems to be a regular problem with recent versions.
This occurs when using the CPU or GPU preview, and our Fume caches are saved on the network as fxd or vdb files.
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| Moving license server |
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Posted by: yzamecfw - 09-22-2016, 06:21 PM - Forum: FumeFX [max]
- Replies (2)
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We are currently trying to transition our license for FumeFX with MR support from an artist's workstation to the render cluster. We have an auth code that works for manual authorization on a workstation but the same code does not work on the cluster master; I assume because the User ID does not match what we were given.
Is the User ID actually auto-generated per-machine? Do we need a new auth code to make this work on the license server?
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| Explosion in space |
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Posted by: DeonOosthuizen - 09-22-2016, 02:47 PM - Forum: FumeFX [maya]
- Replies (3)
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Hi All
I've been asked to make explosions that take place in space and would like to know how to approach dis type of explosion / simulation,
The current results I get feels more like ink drops in water than an explosion in a vacume.
Has anyone done dis or point me in a direction?
My setup is basic and uses particles as a source of fuel.
Kind Regards
Deon Oosthuizen
Johannesburg, The Flying Circus
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| Adaptive grid threshold |
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Posted by: keithb - 09-21-2016, 04:58 PM - Forum: FumeFX [maya]
- Replies (8)
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Hello
I'm struggling somewhat with this...whatever values I put into the threshold, the grid expands massively within a few frames. Even if I put it up to 99 and the velocity values are tiny, the grid just gets bigger. I look at the values using the numeric output, and they are in the range 0 to 2, yet the threshold seems not to ignore those voxels.
Any help appreciated, my sim times are going through the roof, even though there is nothing inside those voxels.
Thanks
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| VZim - One-click Fumefx to VrayVolumegrid Script |
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Posted by: Ronnee - 09-18-2016, 08:39 PM - Forum: FumeFX [max]
- Replies (3)
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VZim is a script that will run your Fumefx default sim and post-cache sim as well as creating and loading a VrayVolumegrid for the resulting sim, all in one click. This allows you to utilize the Fumefx preview window for sims without experiencing file incompatibility, while optimizing your cache files, and skipping the many mundane steps to get your sim loaded into and ready for rendering with a VrayVolumegrid.
Download: http://www.whitewizardentertainment.com/tools/
Compatibility: Tested with 3dsmax 2016, Vray 3.4, and Fumefx 4
UPDATE: I cleaned up the script and made a nice little macro for it.
Source Code:
Code: macroScript VZim
category:"White Wizard Tools"
InternalCategory:"White Wizard Tools"
buttonText:"VZim"
toolTip:"VZim: Fumefx to VrayVolumegrid. Click to run Fumefx sim, convert to .vdb, and prepare a VrayVolumeGrid. Click again to update your VrayVolumeGrid. Shift-Click bypasses the default cache sim."
(
/* Fumefx VZim v1.2 -- 9/20/2016
/ Created by Ronnee Swenton
/ Property of White Wizard Entertainment, LLC
/
/ VZim is a script that will run your Fumefx default sim and post sim as well as creating
/ and loading a vrayvolumegrid for the resulting sim, all in one click. This allows you to utilize the Fumefx
/ preview window for sims without experiencing file incompatibility, while optimizing your cache files, and
/ skipping the many mundane steps to get your sim loaded into and ready for rendering with a VrayVolumegrid.
/
/ Instructions:
/ - Create your Fumefx simulation setup as you would normally
/ - Click the VZim button (instead of the Fumefx sim button) and let it do the rest!
/ - Running VZim again will sim your default cache, convert to vdb, and then update your VrayVolumeGrid.
/ - Shift-click to run VZim without running a default sim (only works if you already have a default cache)
/
/ Special notes:
/ VZim respects all of your Fumefx settings with the exception of your post-cache location. The script
/ creates all post-cache files next to your set default cache. VZim checks for an existing VrayVolumeGrid
/ corresponding to the name of your Fumefx grid. Because of this, it is not reccomended to alter the name
/ of your Fumefx grid after VZim runs, as it will create a new volumegrid rather than updating the previous one.
/
/ VZim also sets your Fumefx grid to not render, so that only the volumegrid does so.
/
/ This script was originally developed for the creation of Fumefx/VrayVolumegrid clouds. A simple trick to load
/ a static cache is to set the post-cache start and end frames to the desired frame. This will load a single frame
/ into the volumegrid (which is automatically set to "Load Nearest").
/
/ Legal:
/ Feel free to share this script and alter as needed.
*/
function vzim token =
(
global waitcount = 1 --Create a waitcounter to avoid errors from trying to run VZim again mid-process
currentFFX = $
volgridname = "VolGrid_" + currentFFX.name
--If macro was Shift-Clicked, ignore this section (default cache sim)
if ( token == 0 ) then
(
currentFFX.selectedcache = 0 --Select default cache
currentFFX.runsimulation 0 --Sim default cache
)
--Return an error message if no default cache exists
if ( ( getFiles ( currentFFX.GetPath "default" + "*.fdc" ) ) .count !=0 == false )
then ( messageBox ( "No default cache was found! \n \n Run a default Fumefx sim before Shift-Clicking VZim." ) )
--Otherwise convert the default to vdb
else
(
cachepathdefault = currentFFX.GetPath "default" --Get cache path
currentFFX.SetPath ( cachepathdefault + "pp_.vdb" ) "retimer" --Set post-cache to save as .vdb next to default cache
--currentFFX.DeleteCaches "retimer" --Delete post-cache files in case the range was altered
currentFFX.selectedcache = 0 --Select default cache
currentFFX.runsimulation 3 --Sim post-cache
ppcache = ( currentFFX.GetPath "retimer" ) + "####.vdb" --Finds the post-cache filepath and prepares it for the volumegrid input
(
if ( getNodeByName volgridname == undefined )
then
(
print "VrayVolumeGrid not detected. Creating one for the current Fumefx Sim."
VRayVolumeGrid pos:currentFFX.pos rendinput:ppcache name:volgridname loadnearest:true --Creates a volumegrid at the same position as the fumefx grid
)
else
(
print "VrayVolumeGrid detected. Updating the cache file."
volgrid = getNodeByName volgridname
volgrid.pos = currentFFX.pos --Update the position to align with our Fumefx cache
volgrid.rendinput = ppcache --Update the post-cache input
volgrid.loadnearest = true
)
)
currentFFX.renderable = false --Make sure the Fumefx grid does not render while we are using a vrayvolumegrid
currentFFX.selectedcache = 0 --Select default cache
currentFFX.SimMode = 0 --Set Sim Mode to default
select ( getNodeByName volgridname ) --select our vrayvolumegrid
waitcount = 0 --Reset waitcount; allow VZim to run again
)
)
--Make sure the Fumefx grid is selected and if so, execute vzim function (based on if their was a shift click on the macro button)
on execute do
(
if ( classof $ == FumeFx )
then
(
if ( waitcount == 1 ) then ( print "VZim in progress! Don't be so impatient!" ) --A wait counter is checked to avoid errors
else
(
if (keyboard.shiftPressed) then ( vzim( token = 1 ) )
else ( vzim( token = 0 ) )
)
)
else ( messageBox ("No Fumefx Grid Selected!") )
)
)
I would like to be able to clear the post cache before I run a sim. You might see I have the command in there but commented out. The function brings up a dialogue box to confirm, which I don't have the knowledge to bypass. If anybody knows how please share so I can update my script. Tips and feedback are welcome.
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| Suggestion on improving the quality |
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Posted by: CineCX - 09-15-2016, 11:21 AM - Forum: FumeFX [maya]
- Replies (7)
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Hello all,
I am working on a slow motion fire sim happens inside a car, which is pretty close to the camera.
and I am having a hard time to get a better detail in terms of the simulation and also to render.
I kept the units to real scale of the interior of the car.
the size of the grid is 425x275x651 with a spacing of 0.4
Sim size is 5080 Mb and Render size is 2177 Mb.
Once i did the sim, i used vray volume grid to render the cache and I noticed in the volume grid, the
resolution of the grid was around 74 million.
my workstation has 64 gigs of ram, So i could go a bit more the grid spacing.
But at the moment renders look low res. Is there any thing you guys could suggest when rendering really close to the camera.
Attached is the rendered image and you can see it looks quite low res.
any suggestion on how to get a better detail would be greatly appreciated. [ATTACHMENT NOT FOUND]
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