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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 200
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 384
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 593
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 562
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TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 901
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 544
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 603
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FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 777
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,024
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 809
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| Particle Follow nparticle-Bad Refresh if Fume Grid hidden |
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Posted by: rconover - 04-21-2014, 09:41 PM - Forum: FumeFX [maya]
- Replies (1)
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Edited this completely because we figured out more what the issue was.
Its not a persistance issue just a refresh.
Once the nparticle is cached its fine. But if you happen to hide the Fume Box
(that the particle follow is referencing) and need to then edit an existing nparticle system/particle follow
it will appear to be 'dead'.
If the Fume box is (redundantly) unhidden you can now do your edits and re-cache.
Circumstantially working with my render version of my scene (rendering the nparticles on their own)
it took awhile to figure out what was going on.
Still I think its a bug. Depending on when you fix it-you might want to document it too.
Only tested 3.5.2. so far.
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| Afterburn and Thinking Particles |
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Posted by: christianl013 - 04-18-2014, 06:16 PM - Forum: AfterBurn
- Replies (4)
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Hello, I am using Max 2014 and Afterburn 4.1.3 with thinking particles 5.0.0.48. when I add thinking particles to the particles dialog in Afterburn it doesn't list my particle groups but instead I get a Chinese character and after burn appears to be very unstable.
I have attached a screen capture to illustrate what I am talking about.
Has anyone else run into this problem at all? I tried loading the latest build of Afterburn again but the problem is still consistent.
Thanks.
-Christian
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| Particle Follow unreliable with regular particle's caches. |
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Posted by: rconover - 04-17-2014, 06:56 PM - Forum: FumeFX [maya]
- Replies (5)
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You can set everything (particles with follow) to work peachy.
But cache the result at it isn't correct. And therefore you cannot reliably render (batch) the result either.
Nparticles seems to be better-but its very rude re-designing otherwise working effects from scratch! :SMOR
Repro
1) Create basic fume with simple source-make it sim for 100 frames. Make sure velocity is exported.
2) Create a particle system (make sure the emitter is at a similar location to the FFX simple source.)
3) Attach the particle system to a FFX follow field and observe closely how it plays back.
4) Now do a Dynamics>Solver>Create Particle Disk Cache. You'll never have the same result.
I found you get different results depending if you cache from (time line) start frame, end frame or somewhere in the middle.
PP Sampling attributes seem to have no effect.
Uncached renders (of particle follows) with render batch (the only way to get a sequence) doesn't give you expected results (often no results). Don't be fooled by rendering from the UI. Render batch is what doesn't work.
This blocks using the two together.
Tested in 3.5.2 (installing 3.53 next week-hopefully)
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| windows 7 remote create fumefx node -> maya crash |
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Posted by: dagoose - 04-02-2014, 09:26 AM - Forum: FumeFX [maya]
- Replies (2)
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Hi all,
I'm having issues creating a fumefx node when connected remote to a machine.
Maya crashes instantly after pushing the create fumefx node button.
Creating the fumefx node locally on the same machine works.
Any help would be really nice.
Thanks a lot
Rico
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| Render Warps and Velocity Channel |
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Posted by: Bandu - 03-18-2014, 03:33 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Hi,
I have a small simulation of smoke, I use FFD to deform it via render warps ( smoke bends to the side )
I have some issues with that
1. Setting "falloff type" to box in Fume render settings cuts the smoke off to the size of the grid.
2. Fusionwork.Velocity cuts off the smoke to the grid size (smoke renders outside as it should)
cheers
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| field3D and a little bug |
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Posted by: aboubakrvfx - 03-13-2014, 08:44 AM - Forum: FumeFX & NodeWorks [max]
- Replies (4)
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hi all!
i'v tried to load F3D file from Realflow and it crash 3ds max immediately , any workflow to load this file from realflow mist?
for the bug when i reduce the ffx ui it's go wrong see the image
and thanks in advance
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| Large Scale Fumefx Sims - Render Time Problems |
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Posted by: Encore_VFX_Janb - 03-07-2014, 12:35 AM - Forum: FumeFX [maya]
- Replies (6)
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Hi Guys,
I'm developing some large scale fumefx sims in Maya and really hitting a wall with my render times and quality settings. I've had smaller scale sims with much higher detail and lighting render faster than my current project and wondering if anyone might have insight into my render issues. Im linking a Playblast of my simulation and the screen caps of my settings.
Here is my playblast of the sim:
https://vimeo.com/88401625
Here are my Fume fx Settings and Render Settings
http://imgur.com/a/g2lBa/all
here is a sample of my first frame. 1920x1080 took 1 hour to render and the AA isnt high enough at this point to smooth and remove the crunchy detail. Each of my render nodes is 2.4 Ghz Dual Xeons / 48 gigs of ram
http://imgur.com/HLajBs9
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| large smoke sims |
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Posted by: TomasKrejzek - 03-03-2014, 09:03 AM - Forum: FumeFX & NodeWorks [max]
- Replies (1)
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Hi,
We are trying to create steam from steam locomotion which is runing towards camera. Unfortunately shot is framed so you see steam trail very long time and dissipation of the steam is very slow. So our sim is very RAM hungry and even we have 32Gb we have memory exhausted very fast.
How are you guys dealing with this kind of simulation?
Thank you for any help in advance.
Ales
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