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  Inconsistent mesh
Posted by: petkovic - 02-06-2014, 06:17 PM - Forum: FumeFX [maya] - Replies (4)

Hi guys,

I have a strange probl,

I have a realflow mesh, something like a lava thing, and i wanna to add smoke to mesh...
When simulation started i was getting this warring or what ever message
Has inconsistent mesh. Velocity will be 0.0!

So my question will be is there a some workaround for these kind of situations?

cheers


  Max crash on first Fume authorisation on Windows 8 - SOLVED
Posted by: DerPapa - 01-24-2014, 12:21 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hi folks, this is maybe worth to share.
We ran into Problems on the first Fume FX start, when the Afterflics Window popps up, asking for authorisation. Max constantly crashes in the back, as soon as I tried to connect to the Licserver (we have a floating lic). The auth window was still open and running, but could not connect to the licserver.

The reason is the security policy of win 8 plus the, not so ideal, way to store the Aflics ini files.
The AFLICS directory is usually stored in c:\programs (x86), which is write protected by win 8. Changing AfterFLICS_tools.exe properties to run in adminmode, as recommended in the video you linked to ( http://youtu.be/gyoNCV-AfeE ) , didn't work.

You must:
- Rightclick on the AFLICS directory
- got to "Properties"
- Under the TAB "Security", choose "users" and check "full control"

Now the AfterFLICS.ini is writable.
I put in the licserver IP under [servers], saved it, and Fume worked immediately after Maxstart.

Kreso, Maybe you should store this ini somewhere else?

cheers
Michael


  ffxTurbulenceShader delete Unused Nodes
Posted by: julien - 01-23-2014, 06:25 PM - Forum: FumeFX [maya] - Replies (2)

Hi,

When we use the delete Unused Nodes command the ffxTurbulence shader is removed.

Thanks


  linux tests, and MR rendering black
Posted by: jeromeb - 01-22-2014, 09:26 AM - Forum: FumeFX [maya] - Replies (14)

hello, we did some linux graphic cards test and found some problems with stability and mental ray rendering.

maya : 2013 SP2
drivers version : the last official ones
base test scene : a new scene with a fumeFX node and simple source

note : we've checked this post : viewtopic.php?f=16&t=1508&p=8400&hilit=black#p8400 but it doesn't help us



TEST 1:

Hardware :
intel i7-4930K CPU @3.40GHz
memory 31.4 GIB
ATI firepro V7000

Linux :
CentOs 6.5 (final)
Kernel 2.6.32-431.el6.x86_64
GNOME 2.28.2

Problems :
- fumeFx systematically crash if, when the preview render window is open, we add an effector
- fumeFx crash if we open the preview window in a scene with an effector (sometimes the crash happen only as we move the camera)

note :
mental ray rendering work fine, arnold rendering work fine



TEST 2:

Hardware :
intel i7-4930K CPU @3.40GHz
memory 31.4 GIB
quadro 4000, 256-bit, 2048 MB

Linux :
CentOs 6.5 (final)
Kernel 2.6.32-431.el6.x86_64
GNOME 2.28.2

Problems :
- mental ray render only black

note :
no more stability or crash problems, arnold rendering work fine



TEST 3:

same as test 2, exept the graphic card :
quadro 1800, 192-bit, 768 MB



TEST 4:

Hardware :
intel i7 CPU 860 @2.80GHz
memory 7.7 GIB
quadro 1800, 192-bit, 768 MB

Linux :
CentOs 6.4 (final)
Kernel 2.6.32-358.18.1.el6.x86_64
GNOME 2.28.2

Not any problems, mental ray work fine, no crash


  Motion Blur Bug
Posted by: KarlR - 01-21-2014, 09:42 PM - Forum: FumeFX [maya] - Replies (5)

We have motion blur turned on to properly black hole fume with the character geometry (man on fire), and FumeFX seems to be rendering with very low volume samples. We have been able to work around this by disconnecting the volumeSamples attribute on the ffxMRVolShape node and putting in the largest value that it reaches.

This issue affects render farms that load and render just one frame at a time, rather then a batch render that runs a whole sequence.


  Distance Based Emission
Posted by: petkovic - 01-20-2014, 07:08 PM - Forum: FumeFX [maya] - Replies (4)

Hi i'v been trying to do this (http://goo.gl/536OsK) inside maya, but so far no luck...

when i hit simulate particles make smoke no matter how far is sphere away from them.

thx

p.s.

whats with Expression Controller? Will it be implemented?


  Maya Backburner
Posted by: KarlR - 01-20-2014, 07:03 PM - Forum: FumeFX [maya] - Replies (2)

I thought I would pass along some tips for using the backburner mode with FumeFX:

- If you have more then one "renderable camera", your simulation will run for each camera.

- If you have more then one active render layer, your simulation will run for each render layer.

- By default backburner will timeout and retry a frame if it takes longer then 60 minutes to render, so any simulation taking longer then 60 minutes will timeout and retry forever. I found an article on how to solve this issue here: http://mayastation.typepad.com/maya-sta ... nutes.html


  Particle Grid
Posted by: petkovic - 01-20-2014, 06:49 PM - Forum: FumeFX [maya] - Replies (4)

Could anyone confirm that Particle Grid (Particle Tool) does/doesnt work?

When i attach them to particle_source and try to see the Size in viewport, nothing happen!?


Thanks


  openVdb
Posted by: jeromeb - 01-17-2014, 09:44 AM - Forum: FumeFX [maya] - Replies (2)

Hi guys, is it possible to export fumeFx in openVdb format ?
Thanks.


  Maxscript adding lights.
Posted by: mikeguy3086 - 01-14-2014, 09:33 PM - Forum: FumeFX & NodeWorks [max] - Replies (4)

I've been trying to make simple script that will add lights to Fume. Here is a very simple version of it:

Code:
rf = Omnilight()
rollout chooseFume "Select Fume Container"
    (
        fn chooseFume = classof obj == FumeFX
        pickbutton chooseit "Select Fume Container"
        button addFL "Add Lights to FumeFX"
        
            on chooseit picked obj do
                (
            if obj != undefined do
                    (
                chooseit.text = obj.name
                    )
                )
                
                on addFL pressed do
                (
                    AddLight nodeAdds a light
                   )
    )
createDialog chooseFume

I just cant get it work. I copy and pasted the function to add lights from the Maxscript documentation.

Code:
AddLight nodeAdds a light

I can't figure out how to have my button add the light. Any thoughts?