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FumeFX 7.5 [Maya] update
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Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
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FumeFX 7.6 [max] update
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Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
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FumeFX 7.5.5 [max] update
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Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
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FumeFX 7.0 GPU for Maya R...
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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
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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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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
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| FYI Max2012 FumeFX_TP.dlo |
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Posted by: jrand - 07-26-2011, 07:35 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Kreso the one in the installer seems to not work. It throws a 126 error
However, the one contained in the manual install package DOES work. 
The working file name/date tag reads:
FumeFX_TP.dlo 04/11/2011 6:03 PM 229kb
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| [Wish] Spline based influence/ local gravity bending |
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Posted by: Jordan - 07-25-2011, 11:25 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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We have found a few instances where we have needed to really fine tune the motion of fire to wrap around things or be pushed/pulled in very specific ways. We have gotten around this by using deformers on a Krakatoa FumeFX PRT object or by other indirect ways but it would be great to have a Fume source that would allow for modifying gravity direction or adding extra velocities based on a spline, similar to the Dspline Deamon in realflow:
http://thevault.realflow.com/dspline_daemon-163.html
We can use simple sources with just velocity (and0.1 of temp to activate it) but they are quite limiting as they disrupt the fluid too much.
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| Big Feature Request and bug list!!! |
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Posted by: Jordan - 07-13-2011, 08:36 AM - Forum: FumeFX & NodeWorks [max]
- Replies (23)
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Well, you asked for it Kresimir!! 
I asked around the FX guys here and compiled a list of bugs and feature requests...
Considering there are about 15 or so of us and have been working 90% in fume for the last 6 months on about 500+ close up fire/smoke shots the list isnt that big but I think has a lot of good stuff on there:
Feel free to tell me if there are already solutions to stuff on here or if you need further explanation.
UI Wishlist
General:
1: Ability to pin the UI while not simming with multiple grid's UI open)
2: Maxscript access to everything 
3: Ability to save/load presets from any directory, maybe keep the current setup as a Quick Preset Load/Save option
4: Even with maxscript it is pretty clumsy working with sims that involve multiple grids. It would be great to have either a) variable resolution grids, or b) a master object to control multiple grids.
Simulation Tab:
5: Allowing Vorticity to be set to higher that 1
6: a thumbnail representation of the turbulence which is created like in AB (Similar to the turbulence viewport display but in swatch form)
Src/Obj Tab:
7: A "select object" button (next to the "Pick Object"+ "Remove Object" buttons) to select the object/s highlighted in the list in the scene
8: the "use" tick box in the objects panel, doesn't work on multiple selections
9:On multi-select of Objects in the Obj/Src tab access to the object properties.
10: Display of space warps UI in the Obj/Src tab when selected
11: objects list box, doesn't scale when there is alot of objects in it.....becomes cumbersome to use with more then 10 objects/sources/spacewarps in the list.
Sources:
12: Allowing Turbulence to be set to higher that 1
Preview Window Wishlist
13: The ability to preview Lighting/Shadows and Multiscattering either in the preview window or in viewport like in Maya/Houdini.
14: Ability to preview to frames rather than an AVI
15: The Play preview function dosent open the AVI in the program ascociated with AVI's if it has been changed (eg default changed from WMP to MPC, still opens in MMP)
16: Change the way the Preview window get resized so it doesnt always stay 3:4 when you drag diagonally
Source Wishlist
General:
17: Multiple map channels on sources. Remove the "Map Channel" spinner and use the mapping set in the map/s (Explicit, World XYZ and Local XYZ support too)
18: maps for velocity in ALL sources, currently only object sources have this feature.
Particle Source:
19: Ship the After Burn Pflow node with FumeFX or allow event based selection within the Particle Source
20: Particle Source Turbulence Parameters like in the object/simple sources.
21: Radial velocity for particles.
22: spherical mapping per particle for all channels
Simulation Wishlist
General:
23: The ability to color/shade (fire and smoke) separately per emitter in the container, ie blue smoke off of one source, and purple of another...
24: a better/different Turbulence algorithm you can see the pattern, decreasing realism of the fume.
25: Ability to set Temperature Expantion or Expantion on Fuel burn rather than just Fuel Expansion
26: Also, nothing new here, but it would be awesome if low-res sims could better approximate their high-res counterparts. It seems when you up-rez a grid there are certain properties you need to adjust to reproduce a similar result (ie. increase vorticity, decrease advection stride, etc.). Perhaps there could be an optional setting in Fume that would enable internal "hack values" that would attempt to approximate simulation outcomes across multiple resolutions.
FDXs:
27: optimized cache size's... ie saving extra channel data is bloated, extra detail, i'm looking at you Perhaps compression?
Rendering Wishlist
28: Multiple Scatter from one fumeFX grid to another
29: Render IDs per grid combined with a multimatte style render element (Similar style to Final Render's "fR Object-Material ID" Render element, see attachment) where you can select one or multiple IDs per colour channel (RGB)
30: worldspace/ local space position render element for fumefx
31: It would be extremely useful to have a Render Void object, like in AfterBurn, where you can choose which part of the sim to exclude from render, with adjustable falloff.
Documentation Wishlist
32: Better documentation on network submission.
33: Updated documentation on the current fumefx features exposed to maxscript.
Other Wishlist
34: a faster way to advect particles through low resolution container in Pflow/TP, atm its choppy, unstable, and interpolates badly.
35: A way for FumFX to communicate with the Deadline Lightining plugin when network simming via a deadline maxscript job.
36: A way for FumeFX to create lights (Like it does with multi scattering ) that can be used as direct lights in Vray/Final Render to get better/quicker lighting solution than relying on GI.
Bugs
37: Loading preset while simulating crashes max instantly
38: Curve Editor and gradients, randomly stop allowing flags/knobs being created.
39: Preset path breaks and doesn't displays and presets save, Randomly though, you can hit esc in the maxscript listener spits an error and the path becomes available again
40: Large Cache Files, (2gb per frame and above) stop the preview window working correctly, it holds a frame, and never progress's
41: Setting extra velocity in simple sources to above 50cm, can cause the velocity NOT to be calculated.
42: A more reliable cancel button.... it freezes max 1 out of 10 times, forcing a forced exit.
43: Perhaps some Windows 7 compatibility issues related to white windows and cycling windows.
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| Creating preview with fire hang 3dsmax |
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Posted by: renochew - 07-12-2011, 12:39 PM - Forum: FumeFX & NodeWorks [max]
- Replies (1)
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Hi again, I have a sim in which particle emit fuel for simulation. I notice when I create preview for the simulation, when there is fire in the preview window, the preview creation seems slow and when the fuel burn out and only smoke is remain, the preview creation is very fast.
When I increase the particle count to certain amount, the preview creation seems forever and I need to kill max. I am not talking about insane amount of particle, the simulation itself is very fast, but somehow FFX choked when creating preview.
Very strange.
Is anyone have the same problem?
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| Backburner + PFlow-ABurn node won't work together |
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Posted by: renochew - 07-12-2011, 12:06 PM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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I am not sure if this is a bug or not, when I have a particles source which point at a Pflow-ABurn node and send through backburner to a SL machine, the sim seems to ignore the particle emission, if I pick the PF source instead, then the sim would be ok.
Am I doing something wrong or is it a bug?
Thanks
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| More maxscript access missing... |
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Posted by: Jordan - 07-08-2011, 07:49 AM - Forum: FumeFX & NodeWorks [max]
- Replies (7)
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I know i seem to go on about maxscript access a lot but as an artist and a TD/ tool creator I believe that the ability to get to everything via scripting is very important for software to be usable in larger work environments, so with that im mind id like to point out a few things I have found missing and that im sure have been brought up but ill mention them anyway 
* Access to Objects, lights and Forces by node (like you can with sources) where you can get the number of objects/lights/forces and then get the name/node based on the index
*get/set the "use" check box for objects/forces/sources
*fume.LoadPresets #all dosent bring in everything, the shaders and illumination dont seem to come through
*Being able to set the preview windows height and width
Thanks!
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| Windows 7 and Flashing windows loop |
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Posted by: Jordan - 07-07-2011, 06:49 AM - Forum: FumeFX & NodeWorks [max]
- Replies (6)
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While running windows 7 and max 2010 (which is not win7 complaint) sometimes when simming or previewing or just doing nothing with the preview window open and the fumFX UI open max would go into a windows switching loop that will make me force close max.
I thought it was a 2010 thing but I have since noticed this issue in max 2011 and fumeFX 2.1c.
It seems that the fumeFX preview window keeps being brought to the front then getting minimised again.
Anyone else have this problem?
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| Write log to file while simming? |
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Posted by: Jordan - 07-06-2011, 03:42 AM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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Is it possible to get FumeFX to write the simulation log to a file (perhaps the same directory as the fxd file, or a specified file) on completion or during the simulation? With the amount of net simming we are doing it would be great to be able to troubleshoot some of the sims after they have finished.
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