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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 200
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 384
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 593
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 562
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TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 901
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» 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
» Replies: 0
» Views: 777
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» 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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| tips to make fumefx behave more like dust |
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Posted by: fabiomsilva - 08-09-2012, 10:16 AM - Forum: FumeFX & NodeWorks [max]
- Replies (4)
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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.
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| DS 2.5f 2013 x64 no cloud parameters... |
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Posted by: PiXeL_MoNKeY - 08-02-2012, 07:53 PM - Forum: DreamScape
- Replies (9)
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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
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| Fume 2.1c Maxscript Error |
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Posted by: oatz00 - 07-23-2012, 03:03 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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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?
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| Occluding part of a sim out of a render? |
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Posted by: AdZanetti - 07-19-2012, 04:35 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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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?
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| Containing fire within an object |
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Posted by: AlFong - 07-09-2012, 09:26 PM - Forum: FumeFX & NodeWorks [max]
- Replies (3)
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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.
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