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Latest Threads
FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 196
FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 378
FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 587
FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 557
TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 893
FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 540
FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 600
FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 774
Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,020
FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 806

 
  new fumeFX
Posted by: Thomixioso - 07-29-2015, 09:59 AM - Forum: FumeFX [maya] - Replies (6)

Hello Kresimir,

can you please uncover little bit, what new features could be found in next version of Fume for Maya? I know it is always tricky to talk about these things, but some sneak peak would be great. Or at least when you release it?

Thank you, Tomas.


  wavelet starting from specific frame?
Posted by: catchyid - 07-28-2015, 01:12 PM - Forum: FumeFX [maya] - Replies (4)

hi,
is there a way to start wavelet turbulence simulation from a certain frame, i.e. i have a default sim from frame 1 to 1500, but i need to apply wavelet turbulence simulation only from frame 800 --> 1500 only, is this possible?

thanks,


  More Arnold problems
Posted by: 3DNZ15 - 07-28-2015, 10:47 AM - Forum: FumeFX [maya] - Replies (5)

Hey guys - everything was working great until today. Nothing has changed on my system. I ran a default sim, a wavelet sim on a basic object and Arnold is not rendering.

My licenses are in order, I get no errors, my light is attached in the FumeFX Relationship Manager, and my GPU render looks great!
[ATTACHMENT NOT FOUND]

I've been rendering fine with Arnold for a while now, and all of a sudden it stopped working for no reason. I haven't updated anything.

I tried reinstalling the FumeFX Arnold Shader and that didn't work either. This is what I'm getting:
[ATTACHMENT NOT FOUND]

A flat shaded unusable render with an alpha channel.

PLEASE HELP! I need this for a current project I'm working on!


  Gpu preview problem
Posted by: Thomixioso - 07-22-2015, 10:06 AM - Forum: FumeFX [maya] - Replies (1)

If you make Gpu animation preview, you cannot simply stop, cancel Gpu preview. Cancel button or ESC doesnt work.


  tornado sim question
Posted by: catchyid - 07-20-2015, 08:37 PM - Forum: FumeFX [maya] - Replies (3)

hi,
i have a particle system + vortex + fumeFX grid + fumeFX particle source. The particle system looks good, however I have a simple problem that I cannot fix: smoke is always stuck to particles, i.e one can always see the overall particle path?! how can i make the smoke moves in thin layers in the same path as the particles (like any movie quality shot)?
I've tried to increase fumeFX particle source velocity but it did not work? If I use noise, it gives random noise. Also, I cannot apply force to smoke bc when I do so I encounter lots of sim problems after ...

thanks in advance,


  Volume Sampling & Render Delays
Posted by: petkovic - 07-19-2015, 09:18 AM - Forum: FumeFX [maya] - Replies (3)

Hi everyone, i have a question since i dont understand why does it take so long to render a simple scene when Use Maya Vol Sampling is on... (with mr)

When Vol Sampling is off, render is 18sec, but when its ON it ~5min, also the cpu usage was at 0% (not sure whats going on and why is cpu 0, and thats takes a while, and its really annoying), just when the render started it was a 100%.

so i did some tests with other renders:
- with arnold render starts immediately, no delays or anything...
- with vray render there is also some kind of delay, where cpu is 0%

so my questions are:
- can you speed up the Vol Sampling, or remove it (find some work around)
- can you remove the delays, as i remember in 3ds this goes way way faster, no delays or anything, especially with scanline render.

i can post an example scene if need it...


  MR - GI & Reflection render
Posted by: izze89 - 07-18-2015, 02:50 AM - Forum: FumeFX [max] - Replies (1)

I am having difficulty accomplishing a background GI and Reflection pass with FX 3.5.4 and Mental Ray. When I un-tick "visible to camera" on the FFX box, I only receive global illumination outside the FFX box, and reflections are gone all together.

Example HERE

I am aware that MR is a bit of a pain to get working properly. I am doing my FFX fire and smoke passes with scanline render elements. But unfortunately I have to rely on MR for a GI pass. I could render the pass with the fire visible and use my fire/smoke passes on top for color adjustment. But the render would go so much faster with the fire hidden and then I could have complete control over corrections to the background pass.

I have spent many days trying to solve this issue, and only resort to posting for help when at an absolute roadblock. Thanks for any tips.


  voxel velocity vs. emitter velocity
Posted by: catchyid - 07-13-2015, 05:53 PM - Forum: FumeFX [maya] - Replies (4)

Hi,

Since FumeFX is voxel-based, I understand that there is only one velocity vector for each voxel , let's call this velocity Vv. If an emitter intersects with a voxel and it emits smoke with velocity vector Ve, then how the final velocity is determined? in other words, how the emitter velocity affects the existing velocity? for example, if a voxel has a "large" velocity and then an emitter adds smoke with a "small" velocity, then would the final velocity be just a weighted average of both velocities? Also, is this related to "Free flow" in emitter properties?

Thanks,


  Meaning of Vmax, dtReq, CFL', CG,...
Posted by: catchyid - 07-06-2015, 01:12 AM - Forum: FumeFX [maya] - Replies (6)

hi,
when hitting simulate, a console screen opens up and display some stats about the simulation, i could not find the meaning of these stats. For example, I "think" CFL' tells the maximum distance fluid has travelled in the grid (so one can lower CFL and introduce substeps if extra accuracy is needed), is this correct. In summary, what's the meaning of :
-Vmax
-dtReq
-CFL
-CG

AND why memory changes twice in each simulation?

Thanks,


  Particle Src: TP Color Data / TP Float Data
Posted by: ajones - 06-30-2015, 02:31 AM - Forum: FumeFX [max] - Replies (2)

I don't seem to be able to get the TP Color Data / TP Float Data functionality working in particle sources. Do you have any tips?
Like, should TP Color Data read the colors from TP Groups, or does it take a float from 0-100 to set the gradient value in the particle source?
Any help is greatly appreciated Smile

Thanks!