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FumeFX 7.5 [Maya] update
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10-05-2026, 08:44 AM
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FumeFX 7.6 [max] update
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FumeFX 7.5.5 [max] update
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05-06-2026, 01:45 PM
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FumeFX 7.0 GPU for Maya R...
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TyFloW
Forum: FumeFX & NodeWorks [max]
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FumeFX 7.5.2 [max] update
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02-24-2026, 05:09 PM
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FumeFX 7.5.1 [max] update
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FumeFX 7.5 GPU for 3ds ma...
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
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FumeFX 7.1 [max] update
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  Rendering Crash
Posted by: Judge94 - 01-10-2011, 03:44 PM - Forum: AfterBurn - Replies (3)

I purchased "The Nuke" from Turbosquid at most resolutions it will render fine. At 1024x768 it crashes. I'm running Max 2011. Sometimes I may get a few frames before it crashes, other times it crashes on the first frame. I created another similar scene not quite as complex and it does the same thing. Any suggestions?


  FumeFX, REs and MoBlur
Posted by: Jordan - 01-06-2011, 06:38 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Im rendering fumeFx from Final render with image motion blur on the fume and 3D motion blur on the matte objects. This works quite well but when I render out to render elements the FumeFX REs dont get motion blur.
I have saved out a FumeFX_Velocity RE and am using vector blur in Nuke on the REs to get a similar result but its always a bit broken. Is this the best workflow to use?


  FumeFX 2.1a fluid mapping vs Wavelet.
Posted by: rconover - 12-17-2010, 04:49 PM - Forum: FumeFX & NodeWorks [max] - Replies (1)

I brought this up at the mega Fumefx thread on cgtalk-but it got buried too quickly. So I thought I'd go to the source. Smile

My original cache has fluid mapping on just the fire and it is (extra detail) exported in that cache. And then wavelet with wavelet 'on'. Both calculate fine. But if I switch to wavelet display the render doesn't want to read the fluid mapping anymore because the 'resolutions are different'.
At the same time there doesn't seem to be a way the export fluid mapping from wavelet (just exclude velocity).

I have a conflict of interest with the Simulation pages Extra Detail group.
I'd like to be able to have both Wavelet and Fluid Mapping on.
Seems like I can only have one or the other. It is also odd that Wavelet sims will go through the 'motions' of simming a cache-but if 'Fluid Mapping' is on (instead of 'Wavelet') the result is *invalid*but it should trigger a warning
at the begining.

**BUT** I should think both of these should be allowed 'on' at the same time or the Wavelet page should add an export Fluid Mapping flag.
If a 3d software adds support for subd surfaces they don't block those surfaces from getting texture maps too.
And that’s what I liken this to. I don't depend on fluid mapping so much to 'fake detail' but more to add interest; both artistic and realistic.
Also I've used it to stifle 'burn in' so comp would have more control later.
In fume 1.0 generation I never turned off fluid mapping just because I simmed at really high rez. I might have tweaked it in the context of the new rez-but I still wanted to use it!

-so can wavelet use fluid maps too pretty please?

-raonull


  maximum particle amount for emitter
Posted by: Bandu - 12-17-2010, 11:00 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Hallo,

I'm emitting smoke from particles and see that huge amount of particles slows down the simulation a lot and for the most time FFX is using only one CPU to calculate the voxels.
It takes very long as fume is showing me this message "Vmax=14,540, dtReg=0,32, steps=1, CFL`=15,54" an another more time to "Build voxels for 232655 particles"

Can somebody explain what this numbers means and why FFX is not multi threaded on this??

Thank You,
Bandu


  Slight change in brightness
Posted by: Garry Clarke - 12-05-2010, 03:37 PM - Forum: FumeFX & NodeWorks [max] - Replies (6)

Hi,

I'm having a problem where a rendered sequence seems to have a slight just in illumination every 1 or 2 secs, it 's not flickering it's more like an occasional 'pop' and it gets brighter.

Over on cgfluids.com someone says that it's something to do with dcpflics. Is this the case? and is there a fix?

This problem is affecting all my renders and it's a real pain.

Cheers
Garry


  Simulation Frame Range Problem using SL licence
Posted by: Stargate - 12-03-2010, 04:13 AM - Forum: FumeFX & NodeWorks [max] - Replies (7)

We've run into a problem implementing the SL licences on our render farm. The first being that we can't seem to find a manual or help file for fumeFXwith our installation. Is there a download available?

The more specific problem is that when I attempt to run a simulation from the command line it simulates only frames 0-100 regardless of the frame range in the FumeFX GUI when I create the scene file.

When I use the script
for o in geometry do(
if (classof o.baseObject == FumeFX) then (
--o.baseObject.selectedcache=0
o.baseObject.runsimulation 0
)
)
quitMax #noPrompt

to run the sim it sims the first hundred frames and then sims the set frame range.

Not sure what to do at this point.

Any ideas?


  ui window problem
Posted by: gorloff - 11-28-2010, 06:15 PM - Forum: FumeFX & NodeWorks [max] - Replies (8)

hi there,

i just installed fume 2.1a and with max 2011 on a new laptop with windows 7.
my problem is that once i make a fume grid and open the ui it looks as usual but as soon as i want to move the window somewhere else it gets "cut". i attached a screenshot.
problem is that i cant scale it back or work with it anymore.
any help is greatly appreciated.
thank you.


  Afterburn 4.0b not working with Standard 3ds max Fog
Posted by: finalight - 11-27-2010, 07:16 AM - Forum: AfterBurn - Replies (3)

Perhaps mundane question however can't get it working nonetheless. Is there a new magic trick to get AB working with Standard 3ds max Fog? Thx very much. Have tried all sorts of settings plus hopping on one foot while tapping monitor brashly.

--3dsmax2008 x64
--xp x64


  Maximum Iterations question
Posted by: feresteanud - 11-23-2010, 03:04 PM - Forum: FumeFX & NodeWorks [max] - Replies (7)

Hi,
I am not pretty sure if I have really understood the use of Maximum Iterations.
So this is what I understood: the faster the object the bigger value should be for Maximum Iterations and if the object has no movement then the value could be smaller. Is this right?
Thank you


  what is the maximum core utilization
Posted by: sasmitr - 11-23-2010, 10:50 AM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Hi,

I wanted to how many max cores can fumefx utilize. I have heard that 3dsmax can use maximum of 4 cores.

Regards.