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FumeFX 7.5 [Maya] update
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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
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Last Post: Kresimir Tkalcec
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]
Last Post: Kresimir Tkalcec
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FumeFX 7.5.2 [max] update
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Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
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FumeFX 7.5.1 [max] update
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Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
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FumeFX 7.5 GPU for 3ds ma...
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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
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Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
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| Scripting Issue fumeFXcmd |
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Posted by: kjellstrode - 01-29-2016, 02:13 PM - Forum: FumeFX [maya]
- Replies (3)
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Hello,
I'm having some trouble getting a simple script to run. The script would run the default sim, then the wavelet and be able to run as a shelf button or through the script editor.
Now in Max script it's as easy as:
Code: $FumeFX001.runsimulation 0
$FumeFX001.runsimulation 2
But the Mel equivalent in Maya does not work:
Code: setAttr "fumeFXShape1.sSimOp" 0;
ffx_startSim "fumeFXShape1";
setAttr "fumeFXShape1.sSimOp" 2;
ffx_startSim "fumeFXShape1";
or
Code: fumeFXcmd -runSimulation 0 "fumeFXShape1";
fumeFXcmd -runSimulation 2 "fumeFXShape1";
It seems that the default and wavelet try to sim at the same time and I'm not sure how to go about solving it. They both run on their own perfectly but cannot together. I tried it in python as well.
Thanks,
-Kjell
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| Follow Field is not evaluated in batch mode |
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Posted by: radobe - 01-29-2016, 08:31 AM - Forum: FumeFX [maya]
- Replies (5)
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On particle intense shots i would like to cache particles on the renderfarm instead of my workstation.
Normally this is no problem at all, i just have to add this to the "Pre Render Mel Area":
select "nParticleShape1";doCreateNclothCache 5 { "3", "1", "100", "OneFilePerFrame", "1", "","0","","0", "add", "0", "1", "1","0","1","mcx" } ;
Problem is that the FumeFX Followfield does not get evaluated on a batch job. Particles get cached but without the influence of the Followfield. Fume SL License is activated and running.
This is a major issue, not only because of the inability of creating normal caches on the farm but also because of fume in conjunction with krakatoa.
This workflow does work on 3DS Max.
Cheers
Radoslaw
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| FumeFX 4.0 Demo installation Max 2016 |
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Posted by: AsgerMortensen - 01-25-2016, 03:09 PM - Forum: FumeFX [max]
- Replies (2)
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Hi,
I'm attempting to try out the demo version of Fumefx 4.0 for 3ds max 2016, but the installation root folder is wrong (it's just set to C:\3ds Max 2015 ). It seems no matter what folder I replace it with, 3ds Max can't register FumeFx at all. Can somebody save me the trouble and tell me which root folder is the correct. Thank you
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| Scaling grids in FumeFX 4.0.1 |
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Posted by: avivbarami - 01-21-2016, 04:22 PM - Forum: FumeFX [max]
- Replies (1)
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Hi,
We need to be able to work in "normal" scale, and then transform (most importantly scale) our sims to place after the fact.
In previous versions of Fume (2) we could use the "Rescale World Units" utility to scale the Fume grid, up or down, and retain the same look and render times.
We just noticed that in the latest version (4.0.1) there's seems to be an issue with that workflow.
The re-scaling does not seem to affect the voxel data of the grid, but only it's shape, so that the actual data is way outside if the grid.
Is this a known thing?
Is there a new workaround or a new solution to get the same effect?
Appreciate your help,
Aviv
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| 32bit float alpha |
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Posted by: Filip Kaczorek - 01-14-2016, 08:26 PM - Forum: FumeFX [max]
- Replies (5)
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I've been doing a lot of testing with rendering FFX in true 32bit.
Everything seems to work as expected so thanks for this.
I have one idea/suggestion:
is it possible for fume to also store a 32bit float value for the alpha?
ie. A pixel with an alpha equal to 2.0 would be twice as opaque as a pixel with alpha=1.0
Would seem the same during render, but later in post we'd be able to thin out the smoke leveling down the alpha value. Right now the value is being capped at 1 and we can only get a flat semitransparent area of the smoke - would be great if we could restore the transparency variation there.
Is it even possible for FFX and AB for that matter?
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| FumeFX.Ini File error! |
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Posted by: Dead Fred - 01-11-2016, 02:31 PM - Forum: FumeFX [max]
- Replies (7)
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File error!
Unable to write to FumeFX.Ini. Global preferences cannot be saved.
OK.
File Error!
Could not open file C:\Program files\Autodesk\3ds max 2016\plugins\Afterworks\FumeFX\FumeFX.ini for writhing. Global preferences will not be saved.
OK.
Operating system, Windows 7 64-bit.
Program 3-D studio Max 2016, 64-bit.
Was able to install and authorize. In the proper place, in 3ds max. Fume FX.
thank you for any assistance you may offer,
Yours truly, Dead Fred :M
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| Deep pixel Fume passes and file size |
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Posted by: dstinne - 01-05-2016, 12:33 AM - Forum: FumeFX [max]
- Replies (2)
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Hi
I'm wondering if there is any way or any expected features in the next version of fume that would help us to constraint the number of samples per pixel when rendering deep with Vray.
Right now if we have a camera going thru a large Fume that extend far in depth we end up with deep exr that can go up to 5Gb a frame.
Any advice, solutions on the short term would be great and I hope there would be a feature in the next update to help control that independently from the fume quality
Thanks
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| issue with simulation steps and particles |
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Posted by: vuvey - 01-04-2016, 03:09 PM - Forum: FumeFX [maya]
- Replies (4)
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hey..
I always get this warning:
// Warning: FumeFX : Maximum simulation steps parameter is set to 4, yet no global oversampling is used for particle system.
altough I cached my particles with substeps..
I also noticed, it doesn't work accurately (the fume sim) unless I have the "show in viewport" checkbox active on the ffxParticleSource..
still get the warning, but it does the sim..
thx
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| fumeFXcmd call |
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Posted by: radobe - 12-09-2015, 04:24 PM - Forum: FumeFX [maya]
- Replies (3)
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Hello,
i am having problems calling fumeFXcmd -loadSim.
I am getting following error:
fumeFXcmd -loadSim "Y:/test/v020/smoke_.fdc" "fumeFXShape1";
// Error: line 1: Invalid flag '-loadSim' //
// Error: (FumeFX) No node has been provided. //
Tried it in python too but did not work.
Fume v3.5.8
Maya 2015
Thanks
Radoslaw
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