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FumeFX 7.5 [Maya] update
Forum: Announcements
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10-05-2026, 08:44 AM
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FumeFX 7.6 [max] update
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FumeFX 7.5.5 [max] update
Forum: Announcements
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05-06-2026, 01:45 PM
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FumeFX 7.0 GPU for Maya R...
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TyFloW
Forum: FumeFX [max]
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FumeFX 7.5.2 [max] update
Forum: Announcements
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02-24-2026, 05:09 PM
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FumeFX 7.5.1 [max] update
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FumeFX 7.5 GPU for 3ds ma...
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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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  Rendering problem [patterns in image ]
Posted by: catchyid - 03-31-2016, 04:16 PM - Forum: FumeFX [maya] - Replies (3)

Hi,

When I render a FumeFX grid, I get some regular patterns at the base of the grid, and I am not sure why? I thought it might be that I need to add jittering to sampling, however I did that and it never fixed the problem.

I would really appreciate any feedback as am having a pressing deadline...

Thanks,


  fume 4 & vray
Posted by: vuvey - 03-30-2016, 05:35 PM - Forum: FumeFX [maya] - Replies (7)

hello,

I noticed, when I sim'd in vdb, the siming works.. but vray can't render the fume container if it is vdb.. is this a vray or fume issue?

also there seems to be some sort of bug, in my smoke, I see dark vertical lines when rendering with vray.. apperently it has to do with the illumination map.. when I raise the threshold the lines become more opaque..

thx


  MATTE FOR SMOKE SIM
Posted by: nelpiper - 03-28-2016, 10:43 AM - Forum: FumeFX [max] - Replies (2)

Hi guys.
I have two sims. One is a very dense fire and smoke sim that wipes out everything and the other one is just a smoke sim which is much lighter and denser than the other one.
I want to render them separately to have control in comp. So, if it´geometry I could assign a material wrapper to the GEO. How can I do that to the bigger sim so that I can see the interaction falloff from one sim to the other?
Thanks.


  particles vs nparticles
Posted by: vuvey - 03-26-2016, 06:33 AM - Forum: FumeFX [maya] - Replies (9)

hey,

I noticed that you don't need to cache your particles in order for fume to show them, but you need to cache your nparticles..
otherwise the fume particle source won't show/use them..

is this a bug?

thx


  Network Deployment
Posted by: oakenshield - 03-16-2016, 04:32 PM - Forum: FumeFX [max] - Replies (6)

So we got our workstation & Simulation Floating licenses up & Running.
Now however we need to setup network rendering.

Could you perhaps give me a step-by-step of how to deploy it ?

Basically I need to know what commandline flags the installer takes.
for silent, SL ony plugin (I take it installing the SL plugin will still allow the rendernode to render
across network ?) and no helpfiles or afterflics servers.

I deploy our software using Emco Remote Installer and can point to an exe (I unpacked the installer) and can add


  Fume 4 and Vray support
Posted by: a52FX - 03-15-2016, 06:33 PM - Forum: FumeFX [maya] - Replies (2)

Hi there.
We're debating on upgrading our existing fume3 maya licenses to 4 since the vdb option is currently broken.

Does Fume4 for maya have options now to render velocity,zdepth,smoke, fire now?


  -y offset when generating vdb format
Posted by: vance3d - 03-15-2016, 04:31 PM - Forum: FumeFX [max] - Replies (12)

I tried a simple sim with default settings in a fume grid with a simple source saving out as .vdb format. The sim runs fine and the viewport display set to show smoke is correct but after the sim is finished, playback of the sim is offset in the -y axis.

I tested this in both max 2015 and max 2016 with the same results.

I'm using Fume FX 4.0.2

Thanks,

V Miller


  script: Preview Window open and close
Posted by: Bandu - 03-12-2016, 12:19 PM - Forum: FumeFX [max] - Replies (9)

Hi,
just wondering how script can be used to open and close the preview window ?
Resizing and other stuff is accessible over script but can't figure out how to open and close the PW for selected Fume

I've searched the forum and can't find anything on this topic

Thanks


  can't create new fumefx nodes, OR edit existing ones
Posted by: catchyid - 03-09-2016, 10:30 AM - Forum: FumeFX [maya] - Replies (5)

Hi,

I am using FumeFx 3.5.8 on Maya 2015, SP6.

I have two problems , I think they are related to node long names, your help will be appreciated:

Problem 1
When I create a new FumeFX node (FumeFX -> FumeFX node), the node gets created (can find it in the outliner), however I get the following error messages:


// Error: file: C:/Program Files/Autodesk/Maya2015/FumeFX/scripts/ffxMenu.mel line 562: No object matches name: |ffxMRVol3243260351298749680|ffxMRVolShape3243260351298749680 //
select -r fumeFX44 ;
// Error: line 1: Could not find vector attribute named |fumeFX44|fumeFXShape1.sh_fire_col_tab[-1].sh_fire_col_tab_Color. //
// Error: line 1: Could not find attribute named |fumeFX44|fumeFXShape1.sh_fire_col_tab[-1].sh_fire_col_tab_Position //
// Error: line 1: No object matches name: |fumeFX44|fumeFXShape1.sh_fire_col_tab[-1].sh_fire_col_tab_Interp //
// Error: line 1: Could not find attribute named |fumeFX44|fumeFXShape1.sh_fire_opac_tab[-1].sh_fire_opac_tab_FloatValue //
// Error: line 1: Could not find attribute named |fumeFX44|fumeFXShape1.sh_fire_opac_tab[-1].sh_fire_opac_tab_Position //
// Error: line 1: No object matches name: |fumeFX44|fumeFXShape1.sh_fire_opac_tab[-1].sh_fire_opac_tab_Interp //
// Error: line 1: Could not find vector attribute named |fumeFX44|fumeFXShape1.sh_smoke_col_tab[-1].sh_smoke_col_tab_Color. //
// Error: line 1: Could not find attribute named |fumeFX44|fumeFXShape1.sh_smoke_col_tab[-1].sh_smoke_col_tab_Position //
// Error: line 1: No object matches name: |fumeFX44|fumeFXShape1.sh_smoke_col_tab[-1].sh_smoke_col_tab_Interp //
// Error: line 1: Could not find attribute named |fumeFX44|fumeFXShape1.sh_smoke_opac_tab[-1].sh_smoke_opac_tab_FloatValue //
// Error: line 1: Could not find attribute named |fumeFX44|fumeFXShape1.sh_smoke_opac_tab[-1].sh_smoke_opac_tab_Position //
// Error: line 1: No object matches name: |fumeFX44|fumeFXShape1.sh_smoke_opac_tab[-1].sh_smoke_opac_tab_Interp //

Problem 2

As a workaround the above problem, I tried to use an existing older node in the scene that I no longer use. However, when I try to render FumeFX, I get a blank screen and Maya complains that it could not find a light, however I have linked one point light source to the grid (see attached that shows the light source and it's connection to fumefx node). In the console, I get the following error messages:

// Warning: (Mayatomr.Custom) : debrisShape: connection to light shape debris_lShape1 detected, linking first instance debris_l1 instead //
// Warning: (Mayatomr.Custom) : debrisShape: connection to light shape keyShape detected, linking first instance key instead //
// Error: (Mayatomr.Custom) : debrisShape: couldn't find light node key, ignored //
// Warning: (Mayatomr.Custom) : debrisShape: connection to light shape keyShape detected, linking first instance key instead //
// Error: (Mayatomr.Custom) : debrisShape: couldn't find light node key, ignored //
// Warning: (Mayatomr.Custom) : debrisShape: connection to light shape fillShape detected, linking first instance fill instead //
// Error: (Mayatomr.Custom) : debrisShape: couldn't find light node fill, ignored //

Thanks,


  fume 4.0 questions
Posted by: peterhartwig - 03-08-2016, 09:55 AM - Forum: FumeFX [maya] - Replies (8)

Hey

So, last night i installed 4.0 to start playing around, and i ran into a few things i am wondering if someone could enlighten me about.

1. When simulating using the new solve i am not getting 100% cpu usage. Its fast, quite a lot faster than the old solver, but i imagine using 100% cpu instead of 65% would be benefitial Smile

2. This might be me not being able to find things, but i cannot find the inputs for colors on fire and smoke?

Ok, now back to blowing stuff up

Peter