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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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» 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
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» Views: 777
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
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» 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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| Effector killing smoke by velocity instead of birthing. |
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Posted by: mikeguy3086 - 10-03-2012, 03:29 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Like the title says. One of the problems I'm having using the effector is that I cannot figure out how to kill smoke instead of birthing it. When I put the scaler value to a negative number it crashes Max.
The workflow I've been doing is for a fast moving object that happens within 15 frames. Because of such a rapid increase in velocity, the smoke explodes. My density is fairly thick ranging from 3-8 for smoke. As a precaution I bumped up the substeps and CFL condition to 10 substeps every 4 voxels. This did not help.
I'm hoping someone could point me in the right direction.
But, just to be clear I'm basically looking to "kill smoke by velocity". Any and all help is much appreciated.
Best,
Michael
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| Lone Keyframe at Frame Zero? |
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Posted by: Galagast - 10-02-2012, 06:00 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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I've noticed the keyframe for quite a long while now and I'm just wondering what that keyframe is really intended for?
If I right click on it, I get options to delete keys for color gradients.. but if I pick an option they are not deleted.
Is it possible to not show those keyframes there? : )
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| Large boat dynamic simpulation |
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Posted by: Oculatus - 09-10-2012, 12:36 PM - Forum: DreamScape
- Replies (1)
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Hi,
I'm trying to make a boat rock in the sea (not moving at this point, just float aroudn in the waves), but so far I have been unable to do so, even though I look at the guides. I have only used the hull of the boat so far, to simplify the calculation.
What that happens is that the boat sink, straight away, when I calculate Dynamic. I have tried different values, but so far unsuccessful.
I hope someone could help me a bit on the way.
The boat is about 60m, I use a 500m with x 500m Length.
Ys
Staale
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| Render one frame of simulation |
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Posted by: superrune - 09-03-2012, 08:09 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Hi,
I hope this is a quick thing to answer!
I'm trying to do clouds using FumeFX. I have made a sim that I think works, and found that frame 100 works well for my clouds. Now, let's say I want to render a 4000-frame sequence for those clouds. Do I have to re-time the sequence for 4000 frames, wasting tons of disk-space? Or can I tell Fume to just keep rendering frame 100 for all 4000 frames?
Thanks,
Rune
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| n-sim, velocity propagation issue |
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Posted by: finalight - 08-22-2012, 05:50 AM - Forum: FumeFX & NodeWorks [max]
- Replies (8)
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Hi everyone,
N-sim is a very cool feature and it's got great potential. I'd really like to utilize it however am having an issue where I'm getting a lot of what I'll call back-velocity affecting adjacent sim boxes.
See attached file with 3 sim boxes. Lower box has a simple source adding smoke and temperature, middle box is advecting sideways, plus a 3rd box included (though doesn't really matter for the sake of the test). After velocities and density rise into 2nd box, eventually around frame 130's the lower box velocities get violently pushed to the point where density is snuffed out near the simple source.
[ATTACHMENT NOT FOUND]
I've tried different configurations and all produce the same results.
Another test is to create a single box with a localized 'betterwind' near the top and simple source emission at the bottom. The wind affects upper region as expected. Now create it as an n-sim with a lower and upper box. After simming, eventually the upper box's velocities bleed into the lower and heavily affect the lower box.
Appreciate any thoughts. Thanks again!
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| Fumefx Motionblur in Vray |
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Posted by: ralphr - 08-12-2012, 11:16 AM - Forum: FumeFX & NodeWorks [max]
- Replies (4)
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Excuse me if the question is silly but I'm having hard time getting motionblur to render on my sims while using Vray now I have the obvious question if this is even possible or does mblur just work with scanline?
Cheers,
Ralph
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