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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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» Views: 200
FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
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» 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

 
  tips to make fumefx behave more like dust
Posted by: fabiomsilva - 08-09-2012, 10:16 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Hey guys
Im trying to make my sim look like dust instead of smoke. Any valuable tips to make it look more like that?(without krakatoa) just like to render generic dust puff on ground impact or something.

ive been trying using almost no (or at all) temperature to stop the smoke from goiing up, but the general shape looks strange to me.

please let me know

cheers
Fabio.


  fume FX backburner simulations
Posted by: masimecek - 08-06-2012, 12:33 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

does anyone know if there is any info on how to use the Simulation backburner cache feature?


  DS 2.5f 2013 x64 no cloud parameters...
Posted by: PiXeL_MoNKeY - 08-02-2012, 07:53 PM - Forum: DreamScape - Replies (9)

It appears the 2013 build is having some issues with the Unicode transition. I get garbage for the name and no parameters exposed to adjust cloud settings.

See the attached image. Left 2013, Right 2012.
[ATTACHMENT NOT FOUND]

-Eric


  3dsmax 2012, fumefx 2.1c, SL network rendering, black frames
Posted by: finalight - 07-30-2012, 08:18 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Are there any known issues?

Preview window shows fumefx successfully, however backburner rendering on all sim-only licensed machines skip both loading/rendering ffx caches and only render black.

Both Scanline and Vray.

Thanks very much.


  Can't authorize my Fumefx
Posted by: jackytop - 07-26-2012, 08:20 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

I re-install windows. and now I can't authorize my Fumefx :S


  Fume 2.1c Maxscript Error
Posted by: oatz00 - 07-23-2012, 03:03 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hello, I can't get any script to evaluate in the maxscript functionality of FumeFX 2.1c.

Use an EMPTY postStep function, I get

ERROR:
-- Error occurred in anonymous codeblock
-- Frame:
-- ffxHoldWindowOnce: undefined
-- ffxPrintToStatus: undefined
-- ffxCancelSimulation: undefined

I downloaded the 3.0 demo to see if I could get it to work there, but that has the maxscript functionality disabled?

I've tried uninstalling/reinstalling 2.1c without success. Any ideas?


  Avoiding Screen/Add overlay of smoke/fire at rendering?
Posted by: AdZanetti - 07-22-2012, 08:14 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

When partitioning and using a box fall off, FFX seems to screen/add overlay the light intensity of each grid on top of each other when rendering? Is there a way to avoid this. SO far i have to render each grid separately in order to be able to overlay the smoke/fire without additive mode at post.

THanks,

A.


  Occluding part of a sim out of a render?
Posted by: AdZanetti - 07-19-2012, 04:35 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hi, i got a sim that is all in a single grid and i need to cut it into 2 parts, foreground and background to add some depth blur at compositing. TOo much transaparency to use the Zdepth pass, and as it overlaps i can not cut the render into front and background.... for that i need to occlude the front part of my sim. I htought using the post processing with a void src would work, but the void src does not delete/occulde the area when post processing it it seems.
Using matte/shadow object will work only for the front part of my render, putting a plane with matte/shadow property in between hide the back of my sim. But i need now to render the back part without the front overlapping part. Any idea? How can i cut out part of a sim out of my render?


  Whats the best PC for siming fumefx?
Posted by: fabiomsilva - 07-11-2012, 08:36 AM - Forum: FumeFX & NodeWorks [max] - Replies (7)

Hi everyone
I am wondering what would be the ideal machine to sim fume fx, like CPu and memory wise.
I've heard someone speaking of i7 950 since it would be faster than a dual xeon or opteron, so if someone could clear this out for me would be awesome Smile
also, would loads of ram speed up the process? I currently have 12 gigs, but it really chugs my machine when i render sims that go above 1k or 2 k of ram, so would a 64 gig machine also help speeding up the process?

please let me know Smile thank you very much

fabio


  Containing fire within an object
Posted by: AlFong - 07-09-2012, 09:26 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hi,

Does anyone know how to put a fire inside a hollow object (like a tube) and make sure the fire/smoke doesn't show outside the object? I don't want to scale the bounding box, because I want the smoke to be able to fill a larger area after it exits the object.

I've attached a picture showing what I'm trying to do. Picture the tube as a trash can, and I'm trying to constrain the fire inside the trash can until it comes out the top. I don't think I can do it just by scaling the fire source because the final object won't be straight up and down, it will be curved.

[Image: 7Dym3.jpg]