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

 
  Scripting
Posted by: KarlR - 12-11-2013, 07:51 PM - Forum: FumeFX [maya] - Replies (2)

I really miss the integration of scripting that is included in the Max version of fumeFX. It would be really nice be able to write a script to submit a scene to our farm after a simulation. Also, I used a trick with Max to get slow-motion explosions by exporting the cache at subframes. You can't do this with the Maya version, and the re-timing post processing is problematic for fast moving simulations.

Thanks,
Karl


  Moton Blur
Posted by: KarlR - 12-11-2013, 07:41 PM - Forum: FumeFX [maya] - Replies (2)

Does motion blur work at all within a FumeFX container? I saw the post earlier about the adaptive grid, but that seems to only apply to the container moving around. I have a fast moving explosion in a container that would be nicer with some motion blur.

Thanks,
Karl


  Fume Render Licensing
Posted by: ruffstuff - 12-10-2013, 07:10 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Does Fume FX need to connect to a license server to render? I am attempting to render offsite and I am trying to debug why my renders are black.

Fred


  MtoA 1.0.0 RC2
Posted by: julien - 12-10-2013, 12:19 PM - Forum: FumeFX [maya] - Replies (5)

Hi,

Is there a new version of the fumeFX shader available for the new mtoa 1.0.0 RC2 ?

Thanks


  primary visibility
Posted by: jeromeb - 12-04-2013, 10:25 AM - Forum: FumeFX [maya] - Replies (3)

Hello, even with "primary visibilty" "off", the fumefx is still on my rendering.
In fact i'm trying to make a shadow pass, maybe i missed something.


  maya nparticle follow not following Nsim
Posted by: mossy - 12-03-2013, 03:16 PM - Forum: FumeFX [maya] - Replies (2)

I have one master grid where my sim starts and two child grids setup as Nsim on either side of the mastergrid. the sim runs and caches fine but when i come to do a particle follow the particles only go as far as the master and then collect at the extent of the grid.

Is there a way for me to allow the particles to carry on following the velocity of the sim through all nsim grids?

thanks. Smile


  Bug Report: Extra detail channel info from 2.1c to 3.5.3
Posted by: Erico - 11-22-2013, 03:04 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hello,

We just upgraded our licenses from version 2.1c to 3.5.3. We have encountered a bug where the new version does not recognize wavelet turbulence (extra detail channel) from the 2.1c simulation.

It seems as though version 3.5.3 sees fluid mapping in the extra detail from the 2.1c sim, instead of wavelet turbulence, and I am 100% positive this is not the case. We receive an error message when attempting to simulate wavelet (note: not exact message) "Extra detail channel contains fluid mapping information, wavelet turbulence info is required to continue sim. Please re-run default simulation with wavelet turbulence."

We have reverted to 2.1c on 2 workstations temporarily, because we want to avoid re-simulating the default cache, which is pretty long.

Thanks!

Erico


  Wavelet Turbulence Range
Posted by: radobe - 11-21-2013, 02:38 PM - Forum: FumeFX [maya] - Replies (2)

I am trying to upres a simulation with Wavelet Turbulence, but no matter what i set as Output Range, the Simulation always starts to read my default cache from the first frame on.

Is there a way to add wavelet Turbulence to just a part of the simulation, did i miss something?

Thanks,
Radoslaw


  Maya volume Samping
Posted by: Eric-S - 11-20-2013, 04:08 PM - Forum: FumeFX [maya] - Replies (2)

Hi,

when we turn the Maya Volume Sampling we always have the fumefx box in our alpha but when the box is small it did'nt really affect us until we had a long fumefx box then we really saw the alpha getting darker and darker.

Is there a way to not have the Maya volume Sampling render the fumefx volume in the alpha? or a work around?

thanks,
Eric


  Shadow pass with matted objects
Posted by: Eric-S - 11-19-2013, 10:53 PM - Forum: FumeFX [maya] - Replies (6)

Hi I'm trying to get a render with matted object but I would like to have a shadow pass in the openExr buffer.

Right now are work around is the render the fumefx with the matted object using opacity black hole in the shader. Then Re-Render a other pass with fumefx and the objects not matted. But I need to render 2 time the fumefx. In a stereo show thats 4 time the render... Sad

anyone knows how to do 1 render and to have fumefx Matted and with a shadow pass?

thanks,
Eric