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  Simulation Times Dependant on RAM?
Posted by: IncliningPear1 - 10-15-2011, 11:27 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hey Forum,

Some Extra Info.
I'm currently in the middle of a pretty demanding Simulation. The scene itself is pretty Basic but I've got the FumeFX setting tuned up fairly high.

I'm at the point where just about every frame it taking roughly 1 hour to sim and says it's using about 15Gb of Memory per frame. I'm running a Second Gen i7 processor pushing between 2.4 and 3.6Ghz and 8Gb of RAM.

My Question.
Will Upgrading my RAM from 8GB to 16GB directly affect the simulation times and make them faster or is it not worth upgrading?

Regards, Joseph.


  Particle src making sim speed slower?
Posted by: fkkcloud - 10-13-2011, 05:38 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hi,

I've used particle src before and did not quite realize that it can make the sim go really slow.
FumeBox ram size = 2800mb and particle src from particle flow (spawning particles from head particles like trails spinning with vortex field).

Is there any possibility that particle src can make the sim slower?

It used to go faster with 2800mb size, usually 2~4 min per frame but now it's like 96 min per frame.

FumeFX 2.1
3dsMax 2011x64
24GB RAM DDR3
Intel® Xeon® CPU X5550 @2.67GHz (16 cores)


Let me know if anybody have idea about it.


  Are looping flames in Fumefx possible?
Posted by: ducky - 10-10-2011, 05:57 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

I need flames to loop in 15 frame increments.


  Some fire I made...
Posted by: feresteanud - 10-05-2011, 10:54 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hello,

I would like to share with you some short movie made with fumefx and I do not know if this is the place to post the work one did with fumefx...but I think so.
So the link is here

http://vimeo.com/28241718

Thank you
Daniel


  Simulation Interuptions
Posted by: uxusers - 09-30-2011, 02:24 PM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Hi,

we are facing some strange issues while simulating in FumeFX 2.1c with Max2011 / 2012
Some Sim Jobs just abort sometimes with no errors.

Under Max2011 they start working after a while under 2012 we have to restart the jobs to get em running.

Its like we start the job in 2011 in the evening and when we arrive the office the next day the job hangs at a Frame and when you move the mouse or klick somewhere it begins working.

We are Using floating licenses on a Server in the Network.

Might it be possible that Fume looses its connection to the license server or is there just one license check when starting fume?

is it possible to enable a logging fuunction for sims to write a log into a file?

We also had some Max Crashes while controlling the Fume UI? is this a known Issue?
3DS Max 2012 SP1 Subscription advantage Pack 1...

regards

Hannes


  Selecting multiple objects possible?
Posted by: dlocke - 09-15-2011, 02:15 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hi all.

I have a question that I haven't seen here yet but I'm surprised that it hasn't been asked.

Is there any way to add a large number of objects to a Fume source or do I need one source per object? I am starting to use rayfire to break stuff and after the simulation, there could be hundreds or thousands of pieces. That would be a pain to add if I needed 1 source per object.
Hopefully I'm overlooking something simple and there is an easy solution for this. If not, could this be added as a new feature? Maybe using groups?

Any help is appreciated. Thanks.

Darren


  Vray material viewed through SeaMaterial
Posted by: cragganmore - 08-25-2011, 01:32 AM - Forum: DreamScape - Replies (2)

So I have the following setup:

A Dreamscape sun and Dreamscape environment.
A sea surface with a standard SeaMaterial.
A standard camera positioned above the sea surface, looking down into the water.
A sphere placed beneath the sea surface.

Basically, you're above water, looking down at a sphere beneath the surface of the water.

I'm rendering the scene using Vray.

When I use a standard Max material on the sphere, I can see through the water to the material. For example, if I apply a standard yellow material to the sphere, I see a yellow sphere beneath the water.

However, when I use a VRayMtl on the sphere, the material appears black beneath the surface of the water.

Is there a way for a VRayMtl to render correctly when viewed through a SeaMaterial?

See attached for an example. The sphere on the left has a yellow standard material. The sphere on the right has a yellow VRayMtl (but renders as black).

Thanks for any help!


  Z Depth bug?
Posted by: nickw - 08-23-2011, 02:42 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hi,

When I have a camera inside a grid and render it, the z depth element is 100% white.
If I pull the camera outside the grid, I get a nice gradient.

Is it a bug?

Thanks


  MXS Exporting Channels
Posted by: nickw - 08-23-2011, 01:42 PM - Forum: FumeFX & NodeWorks [max] - Replies (5)

Hi,

Is there a way to use MAXScript to set the exporting channels?

Thanks


  FumeFX and Mental Ray
Posted by: Chrishagerthy - 08-22-2011, 10:47 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

I've seen this question asked repeatedly with regard to rendering FumeFX with Mental Ray. Initially I got the error "FusionWorks renderer" is not supported, I disabled it, but I still get the error:

"Object < FumeFX01 > has invalid texture vertices and may not render correctly."

(I should add that both the fusionworks renderer error and this error appeared before disabling the fusionworks renderer)

The scene appears to render correctly, but I can't be sure as I've never rendered any FumeFX flame or smoke with Mental Ray without getting this error. Is this error normal? Or am I doing something incorrectly?

Thank you for your help, I am still quite a novice with FumeFX.

-Chris