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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: 594
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
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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
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
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
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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

 
  Afterburn4.0b Coloured Self Shadow not working?
Posted by: gakkie - 02-03-2011, 05:21 AM - Forum: AfterBurn - Replies (3)

Hi, since Afterburn 4.0b,
I cannot render Afterburn smoke with coloured selfshadow.

All of Shadow parameter inside afterburn are enabled (ie Shadow Cast,Recieve,Self shadow)
and I've tried all of Shadow Types including Vray, but it did not give me with coloured shadow...
all shadow are given black colour (not the colour I specified like green or blue).


Is this a bug or am I missing something?
(Colored Shadows checkbox seems to be not included in Afterburn 4.0b)


Here is system config:

Afterburn 4.0b
Max 2010 x64 sp1
WinXP x64

Cheers

gakkie


  Motionblur.. moving source, moving camera, still fumeFX grid
Posted by: Jordan - 01-27-2011, 02:04 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

An interesting motion blur issue im coming up against is having a moving source and a moving camera. Take the a missile trail for example, the missile is moving with a camera moving with it (so camera is linked to the missile) so the missile will not get much, if any motion blur. The smoke coming from the back of the missile should also get almost no motion blur as it is inheriting some of its motion for the missile.... BUT... as the fumeFX grid is stationary it renders as if the camera is wizzing past the smoke very quickly! I could of course render the fumeFX without motion blur but then there are issues of having the missile motion blur matching in the matte for the fume...
The only way I can see to get around this is to render using Krakatoa and have some sneaky sub frame keys that move the PRTFume object to match the movement of the missile, then snap it back to its original position.
Anyone dealt with this problem before? Id rather get it as acurite ass possible within the renderer rather than relying on post hacks to get a good result.


  why hidden fumeFX are rendering?
Posted by: jstrob2 - 01-24-2011, 09:08 PM - Forum: FumeFX & NodeWorks [max] - Replies (5)

Is there a reason why if we hide a fumeFX object it will still render? As opposed to the behaviour of a regular 3dsmax object.


  FumeFX Tp 4.0 "FumeFX Follow"
Posted by: Bandu - 01-21-2011, 11:09 AM - Forum: FumeFX & NodeWorks [max] - Replies (5)

Hallo Kresimir,

the TP operator "FumeFx Follow" has all the per particle inputs except "Influence [%]".
Is there a way to get access to this input via script or maybe you could update it??
that would be great Wink

thanks,
Bandu


  flicker!!!
Posted by: sasmitr - 01-20-2011, 10:59 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hi,

I am running fumefx 2.1a on 3dsmax 2011. M facing this problem of flickering when rendering with multiple scattering. Turning illumination map on or off doesnt seem to affect the results. What could be the possible reason for the same. Its lately that i have started getting this problem.

Regards.


  FumeFx 2.1b
Posted by: FabianB - 01-18-2011, 02:33 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Just saw that the demos for Fume2.1b are up already, great. Big Grin
Anyone got a change-log already?


  AB Shadow Maps causing flickering
Posted by: worldyum - 01-16-2011, 03:52 PM - Forum: AfterBurn - Replies (2)

I've done a basic scene with two lights, one that has AB Shadow Maps turned on. When I render out the animation, I get a flickering type of affect. I do not get this flickering if I use RayTraced shadows with Atmospherics turned on. Any settings on the AB Shadows I can change to fix this problem?

Thanks.


  Billowing Explosion
Posted by: Stiles818 - 01-14-2011, 06:54 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hello,
I'm working on an explosion that billows towards the camera but I can;t seem to get it to keep it's shape but also look like its firey.
If someone is interesting in helping me here is a screenshot of how i want it to look( which i got it to do for a few frames) and if anyone would like a peek at my max file, please let me know.
Thanks!
[


  Object Velocity bug
Posted by: Jordan - 01-13-2011, 05:48 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Im working with objects travelling forward at speed with flames all over the object and it seems I need to set the object velocities of the deflector geometry and of the object sources from 1.0 to about 0.3 to get proper velocities. Otherwise the velocities seem to push way ahead of the motion.
Anyone else have this issue?

Also on a side note: having no maxscript access to the object properties in fume is very frustrating (Type and SpeedMul). Even multi selecting all the "O" objects in the list greys out all the options as well as the "Use" checkbox.


  CFL condition limited to 10?
Posted by: Jordan - 01-11-2011, 10:51 PM - Forum: FumeFX & NodeWorks [max] - Replies (14)

Why is the CFL condition limited to 10? I understand this is the amount of voxels the velocities need to travel before Fume does another Simulation step. Why is it limited?