Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums



(Advanced Search)

Forum Statistics
» Members: 3,803
» Latest member: DanielBaild
» Forum threads: 2,182
» Forum posts: 13,746

Full Statistics

Online Users
There are currently 52 online users.
» 0 Member(s) | 52 Guest(s)

Latest Threads
FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 200
FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 384
FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 593
FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 562
TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 901
FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 544
FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 603
FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 777
Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,024
FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 809

 
  maya 2013 x64 sp2 x64 linux crash on FumeFX preview
Posted by: julien - 01-10-2014, 11:27 AM - Forum: FumeFX [maya] - Replies (5)

Hi,
Maya 2013 sp2 crash when we do a fumeFX3.52 preview.

Test done on a simple fumeFX:
Create FumeFX Node -> OK
Create SimpleSource -> OK
simulate FumeFX node -> work, display preview -> work, moving timeline -> work
Create Effector -> Crash on preview
simulate FumeFX node -> crash, display preview -> crash, moving timeline -> crash

Below our config :
Centos 6.5 (Final) - Kernel Linux 2.6.32-431.el6.x86_64
Graphic card : AMD FirePro w7000 4 GB
OpenGL renderer string: AMD FirePro W7000 (FireGL V)
OpenGL version string: 4.2.12428 Compatibility Profile Context FireGL 13.152.4
OpenGL shading language version string: 4.30

I don't know if this can help -> strace log when maya crash:

Code:
maya encountered a fatal error

Signal: 11 (Unknown Signal)
Fatal Error. Attempting to save in /usr/tmp/jeromeb.20140110.1206.ma
)                    = ? ERESTARTNOHAND (To be restarted)
--- SIGCHLD (Child exited) @ 0 (0) ---
rt_sigreturn(0x11)                      = -1 EINTR (Interrupted system call)
wait4(-1, [{WIFEXITED(s) && WEXITSTATUS(s) == 1}], WNOHANG, {ru_utime={38, 780104}, ru_stime={2, 160671}, ...}) = 5686
wait4(-1, 0x7fff29239910, WNOHANG, 0x7fff29239880) = -1 ECHILD (No child processes)
rt_sigprocmask(SIG_SETMASK, [], NULL, 8) = 0
close(6)                                = 0
close(7)                                = 0
close(8)                                = 0
fcntl(16, F_SETFD, FD_CLOEXEC)          = 0
fcntl(17, F_SETFD, FD_CLOEXEC)          = 0
fcntl(18, F_SETFD, FD_CLOEXEC)          = 0
close(0)                                = 0
close(1)                                = 0
close(2)                                = 0
alarm(0)                                = 0
close(0)                                = -1 EBADF (Bad file descriptor)
dup(19)                                 = 0
fcntl(0, F_SETFD, 0)                    = 0
close(1)                                = -1 EBADF (Bad file descriptor)
dup(17)                                 = 1
fcntl(1, F_SETFD, 0)                    = 0
close(2)                                = -1 EBADF (Bad file descriptor)
dup(18)                                 = 2
fcntl(2, F_SETFD, 0)                    = 0
lseek(16, 0, SEEK_END)                  = 6018
close(16)                               = 0
close(0)                                = 0
close(1)                                = 0
close(2)                                = 0
read(16, 0x7fff29239450, 4096)          = -1 EBADF (Bad file descriptor)
lseek(16, 0, SEEK_CUR)                  = -1 EBADF (Bad file descriptor)
ioctl(16, SNDCTL_TMR_TIMEBASE or TCGETS, 0x7fff2923a460) = -1 EBADF (Bad file descriptor)
exit_group(1)                           = ?

Thanks


  Object source with rotated grid sims velocity wrong
Posted by: redpawfx - 01-07-2014, 06:55 PM - Forum: FumeFX [maya] - Replies (2)

If you make a object emitter, and rotate the grid by 45 degrees and move the object fast thru it, you can easily see that the velocity is not being generated correctly.. it will plume off 45 degrees in the original direction the grid came from before being rotated..

-john


  render passes, zDepth, position etc
Posted by: Frank_red - 12-23-2013, 02:20 PM - Forum: FumeFX [maya] - Replies (2)

Hi,

I'm new in fumefx maya and I'm strugling to find a way to render passes for the compositors.

All my passes are there but with no smoke, or they are simply empty. is there a particular way to get passes from Fumefx in maya?

Thanks

Fra.


  Retimer Revisited
Posted by: buckdog - 12-21-2013, 04:28 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Okay, I got no responses in the previous post. I am at a deadline and at an impasse.

To get to the bottom of the issue, I started a new project and kept it simple.

A FumeFX grid ad a simple source. I added Temperature to the channels because the Retimer tutorial says that is necessary for retiming. I Sim the Default cache from 0-150. So far so good.

I add Wavelet turbulence to the sim, see the velocity and extra detail channels, re-run the default cache. So far so good.

I then sim the Wavelet on the Default cache and generate that cache with the more detailed fire and smoke.

The I post process the Wavelet cache to remove the Texture and Velocity channels. Perhaps this is unnecessary for Retiming, but the Post Processing tutorial does this first, then Retimes. So far so good.

Then I Retime. Set it to 0.5. Check Adjust Playback Range. Operate on the Wavelet Cache, and when I try to Sim the Post Retiming, I get a message that Retime has been cancelled. So far so bad.

I selected the Default cache and the Retimer worked and when I viewed the Post cache, the default motion lasted 300 frames instead of 150. Looked good. It won't let me do the same thing to the Wavelet cache.

Why?


  FumeFX MAnual
Posted by: buckdog - 12-21-2013, 04:19 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Is there a manual detailing the function of all the options in the interface?

I've looked everywhere and cannot find anything. It seems like you can only watch a few videos (many of which fly through changing settings without any explanation as to why or what the significance is). There are still lots of other settings that you are left wondering about. Very inefficient to just try things and see what happens. I like to read and understand, then try.


  Retimer Issue
Posted by: buckdog - 12-18-2013, 09:21 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

I get a Retimer Cancellation message when I start the Retimer Post Sim on the Wavelet cashe. I'm following the training tutorial. I did a default sim. Added wavelets. Re-ran the default sim to add the velocity and extra details channels. I also added the temperature channel so I can retime. I have a color channel also....I guess because I altered the flame and smoke color (it's an RGB candle thing).

Then I run the wavelet sim. So far so good. Then I exclude the "tex" and "vel" channels in wavelet Post Processing and re-Sim the Wavelet cache. When then try to Retime by 0.5 and check Adjust Playback Range, the moment I start the Post Sim (on the Wavlet cashe), I get the Retimer Canceled message. (I have frames defined far past what I need to double the current Sim.)

The tutorial doesn't have a color channel to exclude (maybe because they weren't altering color or it's an older version of FumeFX) so I selected that channel and re-ran the sim to exclude that channel also. I still cannot Retime.

What's going on?


  Render time problem
Posted by: petkovic - 12-14-2013, 02:11 PM - Forum: FumeFX [maya] - Replies (5)

Hi everybody,

I have a serious problem with rendertime when i turn on the Use Maya Volume Sampling,

So i was wondering is there a workaround for this problem? How can i matte object?

Dont want to be rude but we are entering the production and we are facing a serious problem with this rendertime...

I also did some test in 3ds Max, with same/similar scene and I didnt notice any problems there, with rendertime.

I have also attached the scene, its very simple scene, just Hit simulate and try to render frames at the end of the sequence with Use Maya Volume Sampling and without Use Maya Volume Sampling (warning: last frame could even render ~1h !!!) so be carefull

best regards

p.s.

compare images:
No Vol Sampling (38sec)
[Image: no_vol.jpg]

With Vol Sampling (~4.5min)
[Image: with_vol.jpg]


  multiple sources in one scene
Posted by: Frank_red - 12-13-2013, 10:02 AM - Forum: FumeFX [maya] - Replies (3)

Hi all,

I'm new to fumefx on maya as I own a max license.

Here at the client I have to use his maya license and I have to set up multiple smokes in the same scene that are not interacting. I have 3 grids on 3 layers to make things more clean, but I have the impression that since I added the second grid the first one got slower in simulation and same thing when I added the third one. It looks like they "talk" to each other. How do I make them fully separated?

In the relationship manager I see the 3 Fumefx share all. I create fume1 and added a collision plane and a particles source. then create Fume2 add a cube and another particle source, but in the manager I see the fumefx 1 and 2 sharing the 2 sources and the 2 collisions..

Thanks for all hints

Fra.


  "FumeFX Source" source issues
Posted by: KarlR - 12-12-2013, 11:30 PM - Forum: FumeFX [maya] - Replies (2)

When using the "FumeFX Source" emitter (the one that uses a cached FumeFX simulation as an emitter) and keying the scale attribute, maya immediately crashes. Also, the "read fire" function doesn't seem to work at all.


  Vray support?
Posted by: petkovic - 12-12-2013, 09:10 PM - Forum: FumeFX [maya] - Replies (36)

Hi everyone,

I hope no one asked this before,

Is there plan, and when, for vray support? I'm not a fan of mentalray Smile

thx