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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 7.0 GPU for Maya R...
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TyFloW
Forum: FumeFX [max]
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FumeFX 7.5.2 [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
11-25-2025, 01:42 PM
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FumeFX 7.1 [max] update
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  fumefx 4, motion blur
Posted by: finalightvfx - 11-14-2015, 04:57 AM - Forum: FumeFX [max] - Replies (10)

great feature added, however not seeing it very much. maxed at a duration of 2 frames i would expect the mblur to cross frame positions, however it looks to only have an mblur duration of about .25. i'm using scanline renderer. thanks!


  fumefx 4 manual not working
Posted by: fabiomsilva - 11-12-2015, 11:30 PM - Forum: FumeFX [max] - Replies (2)

all pages appear empty for me? anyone has the same issue?


  License Error 6 after upgrade to 4
Posted by: TomC3 - 11-12-2015, 12:55 PM - Forum: FumeFX [max] - Replies (2)

Greetings All,

I have installed 4 and I am having to go through the re-authorization of FumeFx.

I continue to get a "license error 6."

I am running on a local machine. Prior to this, 3.5 ran okay.

Any advise would be appreciated.

Regards,

Tom


  Fume4 open vdb to houdini insane ammount of jitter
Posted by: fabiomsilva - 11-10-2015, 07:08 PM - Forum: FumeFX [max] - Replies (7)

ok so there's a couple of issues.
i did a sim at the origin in max, and when bringing it to houdini it always gives it a weird offset.
secondly, the sims jitter in houdini(the volume is shifting positions). i tried disabling adaptive grid in my fumesim and it seems to improve it a little bit but this is very annoying. - note this happens in the viewport, not just at render time.

anyone has any solutions for these issues?

thank you

Fabio

ps: disabling adaptive grid seems really to have an impact. but its painfully slow by disabling it


  Prefered mesh for collisions
Posted by: Filip Kaczorek - 11-09-2015, 03:51 PM - Forum: FumeFX [max] - Replies (2)

Hi,
say I have a wall in a room shaped like letter E (from top viewport).
Is it better to draw it with a spline and extrude (or any other way of modelling it as a single mesh) or build it from 4 separate box primitives (I'm guessing they should be largely overlapping).
Which of these ways will be optimal for calculating Fume collisions against - is the algorithm optimized for boxes and spheres like some physics engines or is it irrelevant?

Also in this situation, how many polygons should the mesh have - do we do it hires so that each polygon is in the ballpark of a single voxel of the FFX domain, or is it better to leave it fairly low res with a single box-wall consisting of let's say 24 polys?

Asking here because there are a lot of theories about it online and I figured who knows the FFX innerworkings better than the developers, right? Wink


  Possible to Add PayPal?
Posted by: shawnolson - 11-07-2015, 02:56 AM - Forum: FumeFX [max] - Replies (4)

Every time I try to buy something from Afterworks (for many years) there is always some issue where the transaction fails. It always takes a few tries until finally my bank calls and asks if the transaction was legitimate. This is probably just standard security for American banks dealing with purchases across the pond.

I would love it if you could add PayPal as a method for purchasing. I never have problems buying from Europe using PayPal.


  The transparency of Smoke is very different by a preview and
Posted by: Shark - 11-04-2015, 10:33 AM - Forum: FumeFX [max] - Replies (5)

2 questions of Preview.

The brightness(gamma?) of the preview of GPU by On/Off will be different.

The transparency of Smoke is very different by a preview and a rendering. How to match?

Using FumeFX 4.0 + 3dsMax 2015

[ATTACHMENT NOT FOUND]


  Final Gather issue?
Posted by: Mr.Blank - 11-03-2015, 09:11 PM - Forum: FumeFX [max] - Replies (1)

I have a mid res. Fume simulation in a 3d Max 2014 scene and I am trying to calculate Final Gather for reuse in render but there seems to be a problem with FumeFX illumination map.

The calculation starts out fine utilizing 100% of the CPU but when looking in the render message window the building of the illumination map stops at 95% and then the CPU drops to 5%.
Then nothing happens for about 15-20 minutes before the illumination map reaches 100% and then the Final Gather calculations starts and finishes within minutes.
Is there something I am missing here or is this normal?

FumeFX 3.5.5
I do not have multiple scatter on
Grid size is 682 x 557 x 666
It has only used 22 out of 32 GB ram so there's plenty left.

Since the txt extension is not allowed I have copied part of the render message here:

MSG 0.0 22 MB error: Atmospheric "FusionWorks Renderer" is not supported.
MEM 0.0 22 MB info : virtual memory limit set to 24511 MB
JOB 0.0 22 MB info : slave rendering off
MEM 0.4 238 MB info : physical memory detected: total 32682 MB, free 22790 MB
SCEN 0.4 238 MB progr: begin scene preprocessing for frame 120
SCEN 0.4 239 MB info : 9 geometry leaf instances (9 scheduled, 0 cached, 0 shared)
SCEN 0.4 239 MB info : 4 light leaf instances
SCEN 0.4 239 MB info : wallclock 0:00:00.00 for scene preprocessing
SCEN 0.4 239 MB info : current mem usage 239 MB, max mem usage 361 MB
RC 0.4 239 MB info : scene extent: (-100.00,-100.02,-0.02) : (100.00,99.98,37.91)
RC 0.4 239 MB info : option: scanline off
RC 0.4 239 MB info : option: trace on
RC 0.4 239 MB info : option: trace depth reflection 1, refraction 1, sum 2
RC 0.4 239 MB info : option: acceleration bsp
RC 0.4 239 MB info : option: bsp size 10
RC 0.4 239 MB info : option: bsp depth 40
RC 0.4 239 MB info : option: shadow segments
RC 0.4 239 MB info : option: shadow maps (use) (recompute)
RC 0.4 239 MB info : option: lightmap on
RC 0.4 239 MB info : option: motion off
RC 0.4 239 MB info : option: luminance weights 0.212671 0.71516 0.072169
RC 0.4 239 MB info : option: caustic off
RC 0.4 239 MB info : option: globillum off
RC 0.4 239 MB info : option: finalgather on
RC 0.4 239 MB info : option: finalg. mode automatic
RC 0.4 239 MB info : option: finalg. points 30
RC 0.4 239 MB info : option: finalg. rays 50
RC 0.4 239 MB info : option: rebuild on
RC 0.4 239 MB info : option: file Q:\Pacifier Project\sceneassets\renderassets\Final Gather Jack Daniels 2\temp.fgm
RC 0.4 239 MB info : option: finalg. depth reflection 1, refraction 1,
RC 0.4 239 MB info : option: diffuse 0, total 2
RC 0.4 239 MB info : option: finalg. scale 1 1 1 1
RC 0.4 239 MB info : option: finalg. secondary scale 1 1 1 1
RC 0.4 239 MB info : option: samples min 1.00 per pixel
RC 0.4 239 MB info : option: samples max 128.00 per pixel
RC 0.4 239 MB info : option: samples quality 0.25 0.25 0.25 0.25
RC 0.4 239 MB info : option: samples error cutoff 0.00339346 0.00100913 0.01
RC 0.4 239 MB info : option: jitter 1
RC 0.4 239 MB info : option: filter clip mitchell 4 4
RC 0.4 239 MB info : option: face both
RC 0.4 239 MB info : option: hair on
RC 0.4 239 MB info : option: task size 32
RC 0.4 239 MB info : option: lens on
RC 0.4 239 MB info : option: volume on
RC 0.4 239 MB info : option: geometry on
RC 0.4 239 MB info : option: displace on
RC 0.4 239 MB info : option: premultiply on
RC 0.4 239 MB info : option: colorclip raw
RC 0.4 239 MB info : option: output on
RC 0.4 239 MB info : option: merge on
RC 0.4 239 MB info : option: texture cache local
RC 0.4 239 MB info : option: limit dynamic
RC 0.4 239 MB info : option: fb mem management cached
RC 0.4 239 MB info : camera: type filter name
RC 0.4 239 MB info : rgba_fp yes FB_NAME_MAIN
RC 0.4 239 MB info : camera: focal length 1.27499
RC 0.4 239 MB info : camera: aperture 2.012
RC 0.4 239 MB info : camera: aspect 1.77778
RC 0.4 239 MB info : camera: resolution 640 360
RC 0.4 239 MB info : camera: clip 0.1 1e+030
RC 0.4 239 MB info : camera: frame 120 120 0
RCFG 0.4 239 MB progr: scheduling precomputing final gather jobs
RCI 0.6 239 MB progr: begin intersection preprocessing
RCI 0.6 239 MB info : using BSP for eye rays
RCI 0.6 239 MB info : using BSP for secondary rays
RCI 0.6 239 MB progr: building initial extent bsp-tree
RCI 0.6 239 MB info : leaves without shadow : 0
RCI 0.6 239 MB info : leaves with only shadow : 0
RCI 0.6 239 MB info : leaves with both : 9
RCI 0.6 239 MB progr: end intersection preprocessing
RCI 0.6 239 MB info : wallclock 0:00:00.00 for intersection prep.
RCI 0.6 239 MB info : current mem usage 239 MB, max mem usage 361 MB
RCFG 0.15 239 MB progr: computing final gather points
RC 0.22 344 MB progr: computing camera volumes
PHEN 0.6 433 MB info : [FumeFX] T:\FUMEFX~1\LUCIDH~1\LUE01A~1.FXD loaded OK
PHEN 0.6 433 MB info : [FumeFX] nx=682 ny=557 nz=666 |
PHEN 0.12 523 MB info : [FumeFX] building illumination map (2 lights)
PHEN 0.12 523 MB progr: [FumeFX] building illumination map 0%
PHEN 0.18 523 MB progr: [FumeFX] building illumination map 5%
PHEN 0.21 523 MB progr: [FumeFX] building illumination map 10%
PHEN 0.16 523 MB progr: [FumeFX] building illumination map 15%
PHEN 0.7 523 MB progr: [FumeFX] building illumination map 20%
PHEN 0.17 523 MB progr: [FumeFX] building illumination map 25%
PHEN 0.25 523 MB progr: [FumeFX] building illumination map 30%
PHEN 0.9 523 MB progr: [FumeFX] building illumination map 35%
PHEN 0.10 523 MB progr: [FumeFX] building illumination map 40%
PHEN 0.23 523 MB progr: [FumeFX] building illumination map 45%
PHEN 0.11 523 MB progr: [FumeFX] building illumination map 50%
PHEN 0.20 523 MB progr: [FumeFX] building illumination map 55%
PHEN 0.13 523 MB progr: [FumeFX] building illumination map 60%
PHEN 0.5 523 MB progr: [FumeFX] building illumination map 65%
PHEN 0.14 523 MB progr: [FumeFX] building illumination map 70%
PHEN 0.19 523 MB progr: [FumeFX] building illumination map 75%
PHEN 0.6 524 MB progr: [FumeFX] building illumination map 80%
PHEN 0.8 524 MB progr: [FumeFX] building illumination map 85%
PHEN 0.15 524 MB progr: [FumeFX] building illumination map 90%
PHEN 0.22 524 MB progr: [FumeFX] building illumination map 95%
PHEN 0.20 7796 MB progr: [FumeFX] building illumination map 100%
PHEN 0.20 7796 MB info : [FumeFX] illumination map done
JOB 0.10 7796 MB progr: 0.6% computing final gather points o


Kind regards
Thor.


  Open VDB render problems?
Posted by: mikeguy3086 - 10-30-2015, 07:15 PM - Forum: FumeFX [max] - Replies (5)

I'm using Fume 4 to export VDB's. When I load the VDB into Vray's VolumeGrid there are tons of problems. I can't load my fire, the smoke loads but it renders incorrectly. I have 2 versions of Max open currently and with Fume rendering and VolumeGrid rendering. The caches look totally different.

Any idea how to fix this?


:::edit::: In 3Delight, you have to select the Oxygen channel for "Fire Color" for fire to actually show up. Still trying to find out how to change Vray channel selection.


:::edit 2::: I reran a sim that does not export the oxygen channel. I exported everything else but oxygen and Vray's VolumeGrid still can't read in temperature. It also renders smoke incorrectly still. In the "Cache File Content" it can only see the Smoke VDB channel. When I load in a field3d cache, it sees all correct channels. It looks like Fume's Channel's are being mapped out incorrectly. I know that you can remap the channels using 3rd party imports, however it would probably help to be able to do that for exporting because VDB is esentially useless in Vray's Importer. But, in 3Delight the smoke does render as expected because you can select the channel; although slowly.


  PRT loader crash?
Posted by: kensuke_yamamoto - 10-28-2015, 03:27 PM - Forum: FumeFX [max] - Replies (6)

Hi
I try to use PRTloader in fumefx4.0
but 3dsmax down when i use PRTloader

my PRT files are made by thinkbox's stoke.

What need something conditions in order to use it?