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FumeFX 7.5 [Maya] update
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10-05-2026, 08:44 AM
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FumeFX 7.5.5 [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 & NodeWorks [max]
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FumeFX 7.5.2 [max] update
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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 & NodeWorks [max]
Last Post: Kresimir Tkalcec
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FumeFX 7.1 [max] update
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  PFlow ABurn and Backburner
Posted by: urbanant - 02-04-2015, 02:57 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hi all!

I'm using Max 2015, Fume 3.5.4 and afterburn 4.1.4

I'm having issues when using the Pflow-Aburn node when simulating in backburner mode.

Simulation works fine when the ABurn node is not present.

Is this a known issue or am I doing something wrong?

Many Thanks in advance

Ant


  Up, Up, and Away... From Voxel Source
Posted by: BeRunnels - 02-03-2015, 06:26 PM - Forum: FumeFX [maya] - Replies (7)

Greetings all,

Forgive me, I am still learning FumeFX.
I seem to have run into an interesting problem. All Mental Ray renders of FumeFX appear above and away from it initial source. I am trying to emit from particles and it seems to be simulating voxels just fine but in the render the flames appear way off.

[ATTACHMENT NOT FOUND]
[ATTACHMENT NOT FOUND]

I am not sure what kind of information is needed but let me know and I will be happy to provide what I can.

PC Specs:
Win7 Pro
ASUS X79-DELUXE Mainboard
Intel Core i7 4930K
65GB DDR3-SDRAM
NVIDIA GeForce GTX 780 Ti


  consistanly poor wavelet results
Posted by: izze89 - 01-29-2015, 06:30 PM - Forum: FumeFX [maya] - Replies (6)

I have been RNDing FumeFX for the last several months now. I am unable to get a wavelet pass to actually ADD detail to my simulation. It has proven to only REMOVE detail. I have tried adjusting the scale of my simulations, everything from a very low default spacing (1.00) to a very high default spacing (0.10). I have increased the Quality, Max Iterations and Max Steps to the highest level. I have tried a WT resolution of 1.50 to 3.00. The higher the WT resolution, the less detail is left in my simulation.

Every single time I try WT, the results are less fire, less smoke, and blobby sparse results. I have searched and searched only finding beautiful WT results on the web. Absolutely NO voxel artifacts.

I get such beautiful results in the default pass. I just need some help getting rid of the voxel noise without destroying the results that the client approved in the default simulation. I know it must be something I am doing wrong, but I will be damned if I can figure what it is I am doing to get such poor results.

http://www.christopher-mccabe.com/forum ... ompare.mp4


  Unable to set retimer cache path via Maxscript
Posted by: ajones - 01-29-2015, 02:55 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Hi there,

I don't seem to be able to set the retimer cache path via maxScript. I can set the default and wavelet cache path, but not the retimer.

e.g.
$'FumeFX001'.SetPath "C:\\FumeFX_.fxd" #(#default) --works fine!
but
$'FumeFX001'.SetPath "C:\\FumeFX_pp_.fxd" #(#retimer) --returns false

I'm using FumeFX v3.5.3

Thanks.


  N-sim Crash
Posted by: malu05 - 01-15-2015, 12:46 PM - Forum: FumeFX [maya] - Replies (6)

Hi, I'm stuck with a major problem. I can't get N-Sim to work at all. As soon as I hit the simulationbutton, Maya crashes. I have a tight deadline on a project, and I've hit a brick wall with this problem. Can you send a simple working scene with N-Sim, so that I can check if the problem is still there?


  Loading cache with maxscript doesn't resize, breaks preview
Posted by: joconnell - 01-15-2015, 12:40 PM - Forum: FumeFX & NodeWorks [max] - Replies (12)

Heya Folks!

I'm doing a job where I've to add breath to live action footage to make it seem cold. Since there's a lot of shots, I'm using a load of premade caches and then using a maxscript tool to make loading them from a library easily.

In terms of the code, I'm using the following:

Code:
TheFumeGrid = FumeFX() --width:100 length:100 height:100
TheFumeGrid.SetPath TheCacheFile #(#default,#match)
TheFumeGrid.SetPath TheCacheFile #(#match)

So it's loading in the cache properly which is fine, but it's not matching the dimensions of the cache I'm loading in correctly each time. The variable called "theCacheFile" is a string that I make based on options chosen in my maxscript ui and it looks for a path built from the text of those options.

I've tried using the setPath Command twice so I can use the #match flag again and try and give it a second chance to match the original grids dimensions but no good.

The second thing is if I load in a grid in this way, the preview window won't work. If I manually load in the cache, I'll get the window asking if I want to match and the preview looks fine.

Any thoughts or am I doing dumb things with my code?

Cheers!


  Horizontal and Vertical lines in smoke simulation
Posted by: Mr.Blank - 12-18-2014, 01:19 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

If you take a look at the attached file you'll see horizontal and vertical lines in the smoke.
Almost like stuttering when moving upwards.
Do you have any idea how to fix this?

My sim specs are: 714x1203x536, Spaceing: 0,28, Mixed sensitivity: 0,01


  Multiple Scattering Render Element
Posted by: ajones - 12-16-2014, 05:02 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Hi there,
Is there currently any way to extract fumeFX multiple scattering as a separate render element?
Thanks.


  FumeFX 3.5.5 update
Posted by: sitnisati - 12-11-2014, 10:46 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hello,

We have released a FumeFX 3.5.5 update today and it brings one important bug fix.
Some users have experienced a 3ds max crash when clicking on the FumeFX menu after they've spend some time of continuous FumeFX use.
This bug is specific as it has occurred only on certain systems, while it was not reproducible on other systems (including ours).

Regards,
Kresimir Tkalcec


  Effector simulation steps bug?
Posted by: petkovic - 12-06-2014, 08:07 AM - Forum: FumeFX [maya] - Replies (7)

Hi everyone,

im not sure is it a bug or its not working the way i think...

So i have a simple scene ball breaking the wall, and i have effector that 'reads' the wall pieces velocity and multiply the fuel amount, etc...

but, when i change the simulation steps from 1 -> 2 or 3 there is no more emission from these wall pieces???

could anyone gimme some hints, i can share a scene...

best regards

cheers