| Welcome, Guest |
You have to register before you can post on our site.
|
| Online Users |
There are currently 62 online users. » 0 Member(s) | 62 Guest(s)
|
| 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: 1,021
|
FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 806
|
|
|
| Uninstall error |
|
Posted by: bigssu7 - 06-29-2015, 05:34 PM - Forum: FumeFX [max]
- Replies (1)
|
 |
I have problem with installation so I tried to uninstall and re-install FumeFX in Max2015, but when I try to uninstall it, it ask me to insert disk 2 which I don't even know what that is.
also it doesn't let me re-install either.
so what should I do?
|
|
|
|
| Scripting batch simulation in MEL |
|
Posted by: catchyid - 06-28-2015, 12:04 PM - Forum: FumeFX [maya]
- Replies (4)
|
 |
hi,
I want to run multiple simulations sequentially, i.e. one after another, however I cannot find a way to do that in MEL script. Obviously, the MEL command "fumeFXcmd -runSimulation simMode fume;" spawns a simulation thread and returns control to the caller and I cannot find a function to tell whether the spawned fumeFX simulation thread has been completed or not. What I wish I had is either: (1) a fumeFX callback that tells me : I am done simulation (so I am ready to run another simulation, or maybe start rendering...), OR (2) a fumeFX function that tests whether a simulation job has completed or not.
Without having this functionality, I have to set in front of my PC and wait for one sim to finish, then start the other one manually...
Thanks in advance,
|
|
|
|
| Network Simulation using FumeFx |
|
Posted by: ramlawrence - 06-16-2015, 07:59 AM - Forum: FumeFX [max]
- Replies (1)
|
 |
Hi,
Can someone help me setup network simulation in FumeFx.
I am using FumeFX 3.5 (incl. 2 FumeFX SL), I have installed FumeFx on my system. But need some help setting up the FumeFX SL version. I am using 3DS Max 2012 versions on all my machines.
My system Specs that I am using are:
System Model Dell Precision T3610
Intel® Xeon® CPU E5-1650 v2 @ 3.50GHz, 3501 Mhz, 6 Core(s), 12 Logical Processor(s)
Physical Memory (RAM) 32.0 GB
Graphic Card: NVIDIA GeForce GTX 650 Ti
And I have two other systems of the same configuration for Network Simulation. If anyone has worked out this issue or has any ideas on a solution, I will be very grateful!
Thanks,
Ram
|
|
|
|
| Migrate to a network license? (newbie question) |
|
Posted by: KenTanker0us - 06-15-2015, 05:57 PM - Forum: FumeFX [max]
- Replies (6)
|
 |
Hello friends, I'm new here.
I have a small network and I use a laptop as license server/render farm manager.
I have already installed FFX on my workstation and I have installed 2 sim licenses on my farm. They are getting their license from my workstation for now.
What I am interested in is migrating the licensing from this workstation to the laptop. I have done some searching in this forum and all I've found is the youtube video where you create a folder for AFLICS and copy the files there, with all the other procedure.
My question is this: do I need to follow that youtube procedure, or is there a newer/better way to migrate my licensing to another machine?
Thank you for any and all advice.
|
|
|
|
| smoke dissipation bug |
|
Posted by: catchyid - 06-14-2015, 08:04 PM - Forum: FumeFX [maya]
- Replies (6)
|
 |
hi,
when simulating only smoke under rotational forces (i.e. setting Advection to "fields"), smoke gets dissipated dramatically for no clear reason. usually, the simulation starts nicely and after couple hundreds frames (e.g. 400 frames) smoke gets dissipated very quickly and underlying smoke emitters appear in the scene! This behaviour makes FumeFX unusable ...
My question: how to stop this behavior from happening, is it a bug in FumeFX, was fumeFX tested with forces for longer simulation, is there any workaround? I've tried the following without success:
1-increased solver quality to 10
2-increased maximum iterations to 900
3-tried different values from CFL, ranging from 2 to 5
4-set maximum simulation step to 3 (did not try higher bc I am using high grid resolution and 3 steps were enough to satisfy CFL condition)
5-used cubic interpolation
6-lowered Advection stride to 0.001
7-set vorticity to 0.2
8-set dissipation min dens to 0.0001 (and sometimes to 0.0)
9-set dissipation strength to 0.01 (and sometimes to 0.0 to eliminate dissipation altogether)
however, none of the above solves the problem! smoke always gets dramatically dissipated and I see underlying emitters.
As mentioned previously this problem is a show stopper and renders FumeFX unusable.
Any feedback is highly appreciated...
|
|
|
|
| Post processing + deformer bug/problem |
|
Posted by: catchyid - 06-14-2015, 05:11 PM - Forum: FumeFX [maya]
- Replies (3)
|
 |
hi,
grid size = 160x229x160
simulation length = 687 frames
when I apply a deformer , then :
change "Sim Mode" to "Post",
keep "Cache" to "Default", and
check "Post Processing roll out -> Back Render Wraps", and
check "Post Processing roll out -> Minimize Grid"
then hit start simulation (to produce PP cache), the simulation works fine from frame 1 till almost 436, then it halts after, i.e. maya becomes unresponsive. The only difference between frame 1 and 436 is that since the grid is adaptive, it starts first with very small grid then it grows with each frame. Note that 436 is not a fixed number, i.e. sometimes FumeFX stops around fram 500, sometimes early on 430...
This bug/problem stops my production! pls let me know if there a workaround. ALSO, why PP increases cache size (it doubles in my case)? I am just applying a deformer that squeezes FumeFX grid...
Note: I could not upload the maya file that has the problem, server refused...
|
|
|
|
| FumeFX Suggestions (part 2) |
|
Posted by: Galagast - 06-13-2015, 02:58 PM - Forum: FumeFX [max]
- Replies (2)
|
 |
I noticed that my old suggestions thread was quite old (~2009).
I also had a similar thread for controllers that is a bit newer (~2012).
Here's a list of a few more suggestions that I've collected in the past few years: - Allow negative values on the ff parameters:
- FFX Src -> Velocity (Object's, Extra, Directional, Radial)
- Velocity Damping (increasing velocity over time)
- Turbulence (flip noise axis)
- Preview Window:
- Allow displaying of any other object in the scene. Even if it is not part of the scene.
This would help view Previews in context with the scene.
- The buttons could use a little "pressed" color highlight similar to the Pin button.
- Void Src
- Allow Erasing of voxel data by picked Channel (or combination of channels)
- Velocity Mode
- Upon simulating smoke/fire, have an option to save ONLY the velocity data.
This can be useful in cases where we simply want to generate velocities that will be used later by particles. No need to do another pass on Post Sim just to isolate the velocity.
- Custom Channels
- Allow creation of custom voxel channels
These can be floats, or vectors.
These channels can then be modified via scripting or expressions.
- Source Controllers
- Allow reading of Krakatoa particle channels whenever using PRT's a sources for FFX Particle Src.
- Object Distance based on viewing angle.
- Adaptive Sensitivity
- Allow custom channel combinations.
e.g. Temp + Fuel only
- FLIP Mode
- Will use particles for advection, etc..
- FFX Object Src
- Allow to use the result of a Map, even with multiple map channels.
Currently, it only allows the use of a single map channel.
It won't properly read in colors from composites that use multiple map channels.
- Volume Tools
- Create volumes out of objects. Can then be used later as collisions for the sim.
- For creating custom velocity fields.
- It should also be renderable. So that it can also be used as comp mattes (holdouts).
- Can be used to sculpt an existing sim.
- Can probably also be used for Morphing volumes.
- Open VDB support!
- Volume Normals pass (if there's such a thing) ^_^
|
|
|
|
|