FumeFX Manual

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Introduction............................................................................................................................1 Welcome.............................................................................................................................1 Welcome.............................................................................................................................3 FumeFX Overview................................................................................................................8 Getting Started ..................................................................................................................11 Support and Contact Information........................................................................................15 Stay in Contact...............................................................................................................15 Technical Support Information ........................................................................................16 Reference.............................................................................................................................19 The FumeFX Grid...............................................................................................................19 The FumeFX Grid...............................................................................................................25 FumeFX UI Dialog..............................................................................................................31 FumeFX UI Overview ......................................................................................................31 General..........................................................................................................................34 Simulation......................................................................................................................38 Rendering ......................................................................................................................42 Illumination ...................................................................................................................50 Objects, Sources and Warps ...........................................................................................53 FumeFX Sources ................................................................................................................70 Source Basics.................................................................................................................70 FumeFX Simple Source ...................................................................................................72 FumeFX Object Source ...................................................................................................76 FumeFX Particle Source ..................................................................................................80 FumeFX Source Controllers .............................................................................................84 FumeFX Output Preview Window ........................................................................................86 Preview Window.............................................................................................................86 Gravity Vectors ..................................................................................................................88 Gravity Vectors...............................................................................................................88 FumeFX Particle Flow Operators .........................................................................................89 FumeFX Particle Flow Operators ......................................................................................89 FumeFX Thinking Particle Operators ...................................................................................95 FumeFX Thinking Particles Operators...............................................................................95 FumeFX Preferences ..........................................................................................................98 Preferences....................................................................................................................98 FusionWorks Renderer ..................................................................................................... 101 FusionWorks Renderer.................................................................................................. 101 Render Elements ............................................................................................................. 103 Render Elements .......................................................................................................... 103 MAXScripting FumeFX ...................................................................................................... 104 MAXScript & FumeFX .................................................................................................... 104 Tips and Tricks ................................................................................................................ 114 Tips and Tricks............................................................................................................. 114 AFC and Gradient Control................................................................................................. 116 AFC and Gradient Control ............................................................................................. 116 Tutorials ............................................................................................................................. 121 Tutorial 1: Candle Flame .................................................................................................. 121 Tutorial 1: Candle Flame .................................................................................................. 132 Tutorial 02: Plasma Vent .................................................................................................. 143 Tutorial 03: Cigarette Smoke ............................................................................................ 153 Tutorial 04: Burning Tea .................................................................................................. 158

Table Of Contents

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Printed Documentation Index ................................................................................................................................. 165

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IntroductionWelcome

Fireball image provided courtesy of Kresimir Tkalcec 2006

IntroductionWelcome to FumeFX, a ground breaking solution for incredibly realistic and breathtaking effects with fire, smoke and explosion. This unique plug-in is a powerful gaseous fluid dynamics simulator created by industry leaders at Sitni Sati for seamless integration with Autodesk Media & Entertainments 3ds Max modeling and animation software. Designed for use by visual effects artists, game developers, and visualization professionals who demand the utmost in realism, FumeFX is unrivalled in its ability to capture the nuance and complexity of fluid gas behavior. The key to the FumeFX difference is that it combines your specific aesthetic vision with real-world physics. Other plug-ins help users to fabricate artistic renditions of fire through the tweaking and animation of particles; yet, the results of this time-consuming approach are ultimately limited by its basis on completely arbitrary factors. By contrast, FumeFX fire and smoke behave according 1

Printed Documentation to the laws of fluid dynamics and react to relevant physical forces, such as temperature and gravity. This means you can produce realistic voxel-based simulations with greater speed and ease than ever before. Furthermore, the combination of a dynamic feature set, intuitive user interface, and open architecture offer the performance and flexibility to enhance virtually any pipeline. Simply put, there is no other combustion effects tool that can compete with physics simulation power in this plug-in. This reference guide is organized mainly by functional areas: For new users of FumeFX, the best place to begin is the Introduction. Here you'll get a brief computational fluid dynamics lesson and the thought processes you should go through when setting up scenes for simulations. It is strongly recommended that you go through this section prior to doing the main tutorials. For specific information about FumeFXs various controls and settings, you should go to the Reference Section. This section will give you detailed explanations of what each component within the FumeFX user interface does, and how each one relates to the entire system. Finally, within this document is a complete set of Tutorialsto help get you up to speed with FumeFX quickly.

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Introduction

Welcome

Fireball image provided courtesy of Kresimir Tkalcec 2006

IntroductionWelcome to FumeFX, a ground breaking solution for incredibly realistic and breathtaking effects with fire, smoke and explosion. This unique plug-in is a powerful gaseous fluid dynamics simulator created by industry leaders at Sitni Sati for seamless integration with Autodesk Media & Entertainments 3ds Max modeling and animation software. Designed for use by visual effects artists, game developers, and visualization professionals who demand the utmost in realism, FumeFX is unrivalled in its ability to capture the nuance and complexity of fluid gas behavior. The key to the FumeFX difference is that it combines your specific aesthetic vision with real-world physics. Other plug-ins help users to fabricate artistic renditions of fire through the tweaking and animation of particles; yet, the results of this time-consuming approach are ultimately limited by its basis on completely arbitrary factors. By contrast, FumeFX fire and smoke behave according to the laws of fluid dynamics and react to relevant physical forces, such as temperature and 3

Printed Documentation gravity. This means you can produce realistic voxel-based simulations with greater speed and ease than ever before. Furthermore, the combination of a dynamic feature set, intuitive user interface, and open architecture offer the performance and flexibility to enhance virtually any pipeline. Simply put, there is no other combustion effects tool that can compete with physics simulation power in this plug-in. This reference guide is organized mainly by functional areas: For new users of FumeFX, the best place to begin is the Introduction. Here you'll get a brief computational fluid dynamics lesson and the thought processes you should go through when setting up scenes for simulations. It is strongly recommended that you go through this section prior to doing the main tutorials. For specific information about FumeFXs various controls and settings, you should go to the Reference Section. This section will give you detailed explanations of what each component within the FumeFX user interface does, and how each one relates to the entire system. Finally, within this document is a complete set of Tutorialsto help get you up to speed with FumeFX quickly.

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Introduction

License AgreementSitni Sati d.o.o End User License Agreement (EULA) for FumeFX IMPORTANT -- READ CAREFULLY: This Sitni Sati d.o.o End User License Agreement ("License Agreement") is a legal agreement between you (either an individual or an entity) and Sitni Sati d.o.o, a company under Croatian law with residence in Zagreb, Croatia. By clicking on the "Accept" button, installing, copying or otherwise using FumeFX, you agree to be bound by the terms of this License Agreement. If you do not agree to the terms of this License Agreement, click on the "Cancel" button and/or do not install FumeFX. ******************************************************** NOTE: THIS PRODUCT MUST BE REGISTERED WITHIN 30 DAYS BEFORE YOU CAN CONTINUE USING THE SOFTWARE FOR AN UNLIMITED TIME ******************************************************** 1. General This is a license agreement and NOT an agreement for sale. Under this contract Sitni Sati d.o.o grants to you a non-exclusive license to use FumeFX, which is software and documentation. FumeFX itself as well as the copy of FumeFX or any other copy you are authorized to make under this contract remain the property of Sitni Sati d.o.o at all times. 2. Use of FumeFX (1) Sitni Sati d.o.o grants you a nonexclusive, nontransferable license to use FumeFX and its manual and other accompanying printed material and online or electronic documentation with equipment owned by you or under your control, according to the terms and conditions of this Agreement. This Agreement permits a single user to install and use FumeFX on only one computer at one location at any one time. (2) If FumeFX is identified as a demonstration, evaluation, or NFR version, you may use it only for the purpose of commercial evaluation and demonstration. Such licenses are generated for a specific fixed time period. After a NFR license has been expired, all related documentation and data must be destroyed or sent back to Sitni Sati d.o.o or the reseller who handled the NFR version. You may not use it for commercial, professional, or for-profit purposes. 3. Multiple use and network operation If this Software is a Network Version, you may use it only over an internal local area network environment with a Floating License Tool, and you may install and operate FumeFX on a single server computer in a single location which may be accessed by other computers, or on an individual computer, as a multiple-user installation with either: (1) The maximum number of concurrent users being one (1), so that multiple individuals may access or use FumeFX, but that only one person at a time may do so, or (2) The maximum number of concurrent users being more than one (1), in which case you must purchase single seat licenses for each additional concurrent user.

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Printed Documentation The use of software or any device that reduces the number of computers/devices which access FumeFX's licensing tool when used in a Server configuration may interfere or damage the licensing tool or prevent FumeFX from running properly. In no case will such a device "reduce" or prevent you from buying the number of single seat licenses required. 4. Transfer (1) You may not rent, sell, lease, sublicense or lend FumeFX or documentation. 5. You May Not: (1) Copy or use FumeFX or Documentation except as permitted by this Agreement. (2) Reverse engineer, decompile, or disassemble FumeFX except to the extent permitted by law where this is indispensable to obtain the information necessary to achieve interoperability of an independently created program with FumeFX or with another program and such information is not readily available from Sitni Sati d.o.o or elsewhere. (3) Install or use FumeFX on the Internet or over a wide area network, including, without limitation, use in connection with a Web based render farm or similar service. (4) Remove, alter, or obscure any proprietary notices, labels, or marks from FumeFX or documentation. (5) Utilize any equipment, device, software, or other means designed to circumvent or remove any form of copy protection used by Sitni Sati d.o.o in connection with FumeFX, or use FumeFX together with any authorization code, serial number, or other copy protection device not supplied by Sitni Sati d.o.o directly or through an authorized reseller. 6. Limited warranty (1) SPECIAL EFFECTS AND RENDERING PLUG-INS ARE TOOLS INTENDED TO BE USED BY TRAINED PROFESSIONALS ONLY. SITNI SATI D.O.O WARRANTS THAT FumeFX WILL PERFORM IN ACCORDANCE WITH THE DOCUMENTATION. SITNI SATI D.O.O CANNOT WARRANT THAT FumeFX WILL WORK TOGETHER WITH OTHER SOFTWARE AND PLUG-INS FROM OTHER 3RD PARTY DEVELOPERS, BECAUSE OF THE COMPLEXITY OF SUCH INTERACTIONS BETWEEN DIFFERENT OPERATING SYSTEMS OR SOFTWARE PACKAGES. THE USER MAY HOWEVER IMMEDIATELY REPORT SUCH INCOMPATIBILITIES FOR FURTHER INSPECTION BY SITNI SATI D.O.O SUCH A REPORT HAS TO BE DONE IN WRITING. 7. Warranty Disclaimer THE INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. SITNI SATI D.O.O DISCLAIMS ALL WARRANTIES, EITHER EXPRESSED OR IMPLIED, INCLUDING THE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SITNI SATI D.O.O, ITS SUPPLIERS, TURBO SQUID, INC., OR AUTODESK MEDIA & ENTERTAINMENT, A DIVISION OF AUTODESK BE LIABLE FOR ANY DAMAGES WHATSOEVER INCLUDING DIRECT, INDIRECT, INCIDENTAL, CONSEQUENTIAL, LOSS OF BUSINESS PROFITS OR SPECIAL DAMAGES, EVEN IF SITNI SATI D.O.O OR ITS SUPPLIERS, TURBO SQUID, INC., OR AUTODESK MEDIA & ENTERTAINMENT, A DIVISION OF AUTODESK HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF LIABILITY FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES SO THE FOREGOING LIMITATION MAY NOT APPLY. 8. Confidentially

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Introduction All Licensing information, including license files, descriptions of code activation and written instructions of any kind created by SITNI SATI D.O.O are only intended for the licensed user of FumeFX and no one else. Such information may not be spread or distributed in any form to other users. 9. Registration Data For the purpose of customer registration and control of proper use of the programs Sitni Sati d.o.o and TurboSquid inc. will store personal data of the users in accordance with the Croatian law on Personal Privacy and Data Protection. This data may only be used for the abovementioned purposes and will not be accessible to third parties 10. Other If any provision of this Agreement is found to be invalid or otherwise unenforceable, the further conditions of this Agreement will remain fully effective and the parties will be bound by obligations which approximate, as closely as possible, the effect of the provision found invalid or unenforceable, without being themselves invalid or unenforceable. BY INSTALLING AND AUTHORIZING THIS SOFTWARE, YOU HEREBY AGREE TO THE TERMS AND CONDITIONS PRESENTED ABOVE. 3ds Max is a registered trademark of Autodesk Media & Entertainment, a division of Autodesk Inc.

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FumeFX Overview

Thank you for investing in FumeFX, the latest innovative and powerful plug-in designed for 3ds Max by Sitni Sati. FumeFX is a gaseous fluid dynamics simulator that allows you to create the ultimate in realistic fiery effects by putting the power of physics at your fingertips. Whether you need a flickering candle, smoldering campfire, rolling inferno, or violent explosion, your results with this plug-in will defy the viewers eye. We hope you will find that FumeFX is everything you have been looking for. Our software policy has always been to integrate powerful software design with ease-of-use so that you can begin to utilize our products quickly and easily. To achieve this, we have included timesaving features, such as an intuitive user interface and a simulation preview window. Another key feature is our new FusionWorks renderer essentially a fast blender for atmospheric effects that you can use to blend the results of all AfterWorks plug-ins. And, for those who want to get the most out of FumeFX: the plug-ins open functionality allows you to MAXScript almost anything. FumeFX is undoubtedly different from other plug-ins you may have tried. So, before you begin, we highly recommend that you read the following section, which summarizes some of the highlevel concepts and physics behind FumeFX. We have also provided an excellent set of tutorials that demonstrates basic workflow, tips, and techniques. These resources will quickly prepare you to make the most of this tools extraordinary potential. We hope you will enjoy using this powerful new tool!

How FumeFX Works

As earlier mentioned, the reason that FumeFX can accurately simulate the behavior of fire and smoke is because it is based on the laws of fluid dynamics. This means that you can now mimic real combustion without studying physics. Still, in order to understand the basic concepts behind 8

Introduction FumeFX, it may help to spend a brief moment to consider the influence of physics on the programs design. To begin, fluid gases, such as fire and smoke, do not have a set size or shape. So, in physics, a fluid is generally regarded as a continuum, rather than as a bunch of individual molecules. FumeFX approaches fluid from the same viewpoint; it operates on an adaptive 3D grid of voxels (volumetric pixels), which mimics a continuum of fluid. This grid expands and shrinks with the movement or absence of fluid. Also, in the real world combustion is a combination of fuel, temperature, smoke, and velocity; accordingly these are the same properties that affect your simulation in FumeFX. Their values are defined in each voxel of the FumeFX grid. And, of course, external forces, such as gravity or solid objects, can also be used to influence your effects. These combined parameters will determine how your simulation behaves. So, for example, smoke is affected by gravity and temperature is affected by buoyancy. The higher the temperature of the smoke, the faster it will rise, depending on buoyancy parameter. And, the denser the smoke is, the faster it will fall, depending on the force of gravity. Of course, physics aside, FumeFX also includes a wide array of options that allow you control the rendered appearance of your simulation. These include parameters such as colors, opacity, and shadows, all of which allow you to tailor your effect to your aesthetic needs.

The FumeFX Grid

The FumeFX grid is a core element of FumeFX. It consists of an area of voxels that will be affected by simulation. By choosing the size of this grid, you set the maximum limits for the simulation area. Within the boundaries of this space, an adaptive grid expands and shrinks to contain just those voxels that are producing fluid. Grid detail level is set with grid spacing. If you cut the spacing in half, you will increase detail, but also dramatically increase the size, memory, and time required for simulation. You add this grid into your scene from the main Command Panel in 3ds Max. To do this, first choose the Create Geometry icon; then, select FumeFX from the drop down menu of categories. Now you can click and drag in the active viewport to create the grid.

. Simulation

Simulations are created through the calculations of the FumeFX solver. This proceeds in steps that correspond to 3ds Max frames; or, if you require greater accuracy and stability, it can also simulate in multiple steps per frame. Simulation stems from whatever object that you pick as your FumeFX Object Source. In the parameters for this source, you will choose the values for smoke, temperature, fire, and velocity the main elements of simulation. During simulation these values are set at every voxel that the source touches. At the beginning of each step, the FumeFX solver applies any external influences that are within the boundaries of the grid. These can be FumeFX sources that add fire, smoke or movement; space warps that will force fluid movement similar to the way in which they force particles; or even solid objects that block or interrupt fluid movement. Then, forces such as gravity and buoyancy are applied. And finally, post-processing is done; this is where forces such as dissipation and diffusion are applied, fuel is burned and smoke is created.

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Printed Documentation The results of the simulation are saved at the end of each step in files with the extension .fxd that remember the values for each voxel. Simulation is done with floating point precision; output files are saved with half that precision. You will need a lot of disk space for long and detailed simulations, perhaps tens of Gigabytes (see Memory Requirements for more details).

Memory requirements and recommendations

FumeFX operates on three-dimensional grid of voxels; accordingly, a grid of 10x10x10 means 1000 voxels. Each voxel requires one float (4 bytes) per Smoke, Temperature, or Fuel/Fire channel, or three floats (12 bytes) per Velocity or Fluid Mapping channel. During simulation, FumeFX uses approximately double the memory than is needed for output of the results. And, you will need roughly twice that amount, should you choose to export texture coordinates. Memory usage of the simulation is displayed on the status window while the simulation runs. 64-bit Windows 32-bit Windows limits the memory available per process to 2GB (or 3GB). That limit does not exist on 64-bit Windows. So, 64-bit 3ds Max will have to be used as well. 3GB address space Before starting, users of 32-bit Microsoft Windows XP with 2GB of Memory can modify their boot.ini with /3Gb to allow FumeFX to use 3GB of space instead of just 2. More information is available at the following link: http://support.microsoft.com/kb/833721#XSLTH3253121121120121120120 Swapping to disk FumeFX can swap simulation of practically any size to disk. However, since disk swapping can increase simulation times by up to 10-20x, it is highly recommended to keep within 150% of available RAM. The disk must have enough space to hold the entire simulation step while it is being processed. Additionally, make sure that you select a path for temporary files in the FumeFX preferences.

Getting Started with FumeFX

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Introduction

Getting Started

Fireball image provided courtesy of Roman Schmidt 2006 FumeFX operates within the 3ds Max environment as an integrated set of floating dialogs and viewport gizmos that define a complex, computational fluid dynamic simulation. However, instead of forcing users to deal with foreign concepts and difficult physics, FumeFX has been designed with artists in mind. We know that everyone dreads learning a new interface, so we've tried to make it as familiar and intuitive as possible, and anyone who's used another Sitni Sati plug-in (like AfterBurn or DreamScape) should feel right at home in no time. There are four main parts to using FumeFX: The FumeFX Grid The FumeFX Sources The FumeFX UI floating dialog The Interactive Preview Window

The following is a breakdown of these major interface elements, where they are, and how to find key information on them.

The FumeFX Grid

The FumeFX Grid is the heart of the entire FumeFX system. It is the part of FumeFX that manages all of the simulation parameters, where you add objects, particle systems, forces and sources that will participate in the simulation and then calculates and outputs all of the data for final render. It exists as a simple, non-rendering primitive that defines the volume within which the simulation is going to be run.

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The FumeFX Grid To learn more about the FumeFX Grid and it's controls, click HERE.

FumeFX Sources

Where the FumeFX Grid handles all of the heavy lifting once a scene has been set up and is ready for simulation, the system can't do anything without sources to simulate with. Sources in FumeFX define everything from a point of origin for the simulation to begin (the "fire starter"), to more complex collision objects and forces (like Wind and Gravity) that will react with the simulation as it progresses. Unlike particle based effects which fake smoke and fire behavior, FumeFX uses true physics so that selected objects can spontaneously burst into flame and react to other scene elements without the need for cheats. These sources are the building blocks upon which simulations are built. In order to associate objects with FumeFX, you create helpers to make the simulation engine "aware" of the selected objects within the FumeFX Grid volume. These non-rendering helpers have additional parameters associated with them so that users can fine tune how the source will affect the final simulation.

Simple, Object & Particle Source Helpers To learn more about FumeFX Sources, click HERE.

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Introduction

The FumeFX UI Floating Dialog

Once you've set up your FumeFX Grid, and created some sources to drive your simulation, you need a place to coordinate and tweak your simulation parameters. This is where the FumeFX UI floating dialog comes into play. This floating dialog becomes the central hub of activity for the setup and running of your simulations and contains all of the parameters needed to create amazing effects.

FumeFX UI Floating dialog (all General rollouts closed) It is here where you add your sources to the simulation engine, create an output path to store the simulation data, change the appearance and density of your smoke and fire effects and much more. When you are ready to test your settings, it is here that you'll launch the FumeFX simulation engine to create the visual effects. To learn more about the FumeFX UI floating dialog, click HERE.

The Preview Window

Of course, when it comes time to run your simulations (which can take some time when high detail is set), it would be foolish to force users to stop a sim part way through, test render a frame to see if they are getting results they like, then resume the simulation or tweak parameters and restart. This is simply an ineffective workflow that should be avoided, and here is where the Preview Window shines.

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Instead of having to wait, the FumeFX Preview window lets you see a quick render of the simulated frames as they calculate. What's more, is that once a simulation has finished, instead of having to tweak parameters (such as color and density) blindly, the FumeFX Preview Window will let you see how your changes will affect the resultant frame. Since the simulation data for the frames in the Preview Window is stored on hard disk, it makes tweaking a very interactive process, which ultimately will speed your workflow and output. To learn more about the FumeFX Preview Window, click HERE.

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Introduction

Support and Contact Information

Stay in ContactFumeFX is under constant development and we need your help to improve it. If you think of features you'd like to see within FumeFX, please let us know. We'd love to hear from you and we will always answer your emails. It doesn't matter if you just want to write in to give us your opinion. Tell us what you think and what you would like to see in upcoming releases. The easiest way to contact us is by email. Our contact information is as follows: Sitni Sati d.o.o. Kutnjacki put 15, Zagreb 10000, Croatia Ph: +385 (0)1 3865 284 Fx: +385 (0)1 3865 287 http://www.afterworks.com Email: [email protected] NOTE: If you are looking for technical support for FumeFX, then please go HERE. Copyright Notice The copyright of FumeFX and the manual is owned by Sitni Sati d.o.o. Reproduction of the software or associated digital information of this manual is forbidden, unless confirmed and signed in writing by Sitni Sati d.o.o. All Rights are Reserved. FumeFX, AfterBurn, DreamScape, Enlight, and ScatterVL Pro are trademarks of Sitni Sati d.o.o. FumeFX Sitni Sati d.o.o 2006 This software is designed to work as a plug-in only for 3ds Max.

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Technical Support InformationGeneral Technical Support

Turbo Squid, Inc. is pleased to have been chosen as Autodesk Media & Entertainment's partner for the Autodesk Certified Animation Plug-in Program, and as part of our commitment to the 3ds Max users and our development partners, we are proud to announce that we are offering free email-based technical support for all Autodesk Certified Animation Plug-in tools. The most important goal behind our technical support endeavors is to ensure that you have a good experience with your software, and in those cases where there are problems, that you have a good experience with Turbo Squid in getting your issues resolved quickly. If you are having any difficulties with your Autodesk Certified Animation Plug-in products, then feel free to contact our support team at the following online site: Online Web-based Support System: http://www.turbosquid.com/Support From this section of our website, fill out an online Product Support Ticket, so our technical support staff can get you an answer. Please be sure to include as much specific information as possible when reporting errors including the following: The Autodesk Certified Animation Plug-in tool that is giving you trouble along with your product Serial Number (without your serial number, Turbo Squid will NOT be able to assist you) Hardware configuration (single / dual motherboard, amount of RAM, etc.) Operating System (including language and Service Packs) Version of 3ds Max you are using Step-by-step description to reproduce the problem Other miscellaneous notes, plug-ins present and observations A *.max file that shows the problem A daytime phone and return email address (if different from the one sent in on)

When sending files for diagnosis, please be sure to compress them with a Windows utility like WinZip or WinAce. This will make transfer a much faster, and simpler process.

Online Forums

You are also encouraged to visit the Turbo Squid forums to get answers from fellow users and from the developers directly. This online community has been set up specifically to make sure that you get the help you need, when you need it. Additionally, a new dedicated forum for FumeFX is being set up at www.cgfluids.com - here you can get answers from industry veterans who have used FumeFX in production.

FAQs

Within the Turbo Squid website are FAQs for all of the Autodesk Certified Animation Plug-ins, including FumeFX. Check here for answers to common questions. As problems are reported and solved, answers to these issues will also be added to this FAQ area, so check back often.

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Introduction

Installation & Authorization Support

If youre having difficulty installing or authorizing your new Autodesk Certified Animation Plug-in software, then you may also choose to call our technical support staff directly so that we can get you up and running quickly. If you decide to call, be sure that you have your Product Serial Number available. If you do not have it, our staff won't be able to assist you. Phone: (504) 525-0990 Please understand this phone line is for Installation support only, and all other technical and usage support questions will be referred to email or to our support forums for assistance.

Other Options

Sitni Sati will continue to enhance FumeFX as part of the Autodesk Certified Animation Plug-in program. When there are new releases or updates to FumeFX, you will be informed by your authorized reseller and through direct contact from Sitni Sati, Autodesk Media & Entertainment and Turbo Squid. To best keep you informed about new releases and free updates you must be a registered user.

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ReferenceThe FumeFX Grid The heart of FumeFX resides within its simulation engine. This entire, quite sophisticated system is built around a very simple object called the FumeFX Grid. You can think of the FumeFX grid as a 3-dimensional representation of a volume in which the simulation of smoke and fire will take place. Whatever size volume you define when you drag out the FumeFX grid will act as a set of boundaries for the simulation. In order to create a FumeFX grid in your scene, simply go to the Create Command Panel and from the Geometry dropdown menu, select FumeFX -> FumeFX.

Once selected, like any other object inside of 3ds Max, simply drag out the new volume in any viewport. When done, you'll get a yellow rectangular wireframe box like the one shown below.

The FumeFX Grid NOTE: No simulation will take place outside of this volume, so be careful how big or small you set your initial grid.

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Printed Documentation Since FumeFX is based on real-world computational fluid dynamics, something to consider is the scale of your scene. Just like other simulation engines, you will get unpredictable results if your scenes are microscopic or gigantic in scale. Imagine a matchstick simulation where the geometry is over a mile long in real-world unit - the precision and accuracy of the simulation would not be to the correct scale of the desired result, so be sure to watch the scale of your scenes. It is important to realize that within the Grid is a set of voxels (Volumetric Pixels), and the density of this volume can be manipulated to get higher or lower precision within the same space. The volume within the FumeFX container is automatically sub-divided into a set of equal sized rectangular "cells", stacked on top of one another, and each one is designed to contain data pertaining to the simulation within them. Since artists are visual by nature, users can visualize this grid at any time to get a better idea of how much detail their simulation will have.

FumeFX Volume Grid display (lower resolution)

FumeFX Volume Grid display (higher resolution) IMPORTANT: It is important to remember that the higher the detail within the volume, the longer the amount of time it will take to run the simulation and the larger the amount of storage it will require. See the System Requirement explanation in the Overview to help you determine your storage requirements. Once you've gotten your FumeFX Grid placed within your 3ds Max viewports, then its time to go to the Modify Command Panel. With the FumeFX Grid selected, you'll be presented with the controls and rollouts necessary to access the power within FumeFX, and also serves as a starting point for your interaction with 20

Reference FumeFX. It contains two rollouts: General Parameters and Viewport. From these rollouts you can access other parts of the interface, edit your preferences, modify parameters of the FumeFX Grid, or control the way that your simulation appears in the 3ds Max viewports. NOTE: You can also access the FumeFX rollouts in the Create Command Panel during the initial creation of any FumeFX Grdi object; you can use these rollouts as long as the object remains your current selection.

General Parameters Rollout

The General Parameters rollout contains the parameters of your simulation area and the overall grid size. This group of controls is also available in the Floater Window; one difference is that in the Modify panel, this rollout also includes the main toolbar your gateway to other parts of the interface.

Icon Toolbar

This group of controls lets you quickly access the basic set of FumeFX dialogs and information. Preview - Selecting this button opens the output Preview Window. You can open the Preview Window at any time from this toolbar, the FumeFX Floater, or the FumeFX Status Window. If you open it during simulation you may have to wait until the current frame is calculated for the window to refresh. FumeFX UI/Floater - This button opens the main part of the FumeFX user interface the FumeFX UI floating window. Preferences - This button opens the Preferences dialog box, which lets you quickly configure local or global parameters. About FumeFX - Selecting this icon opens a dialog box that displays your FumeFX version and plug-in ID. You can also reauthorize the plug-in, or see if there is any news by clicking on the Search for updates button.

Simulation Area Group of Controls21

Printed Documentation In this rollout you will also find a group of controls for FumeFX grid dimensions and detail. You can also access these controls under the General tab of the FumeFX UI floating dialog. Spacing - This parameter directly affects the detail level in your simulation. Type in or use the spinner to set the spacing of the voxel-based grid. The chosen value defines voxel size; smaller voxel size allows for more voxels in simulation, which produces greater detail. Width, Length, Height - These three values set the volumetric dimensions of the FumeFX Grid, thereby establishing the boundaries for simulation within the scene. Adaptive - While enabled, the grid will expand and shrink with the movement or absence of fluid to use only the necessary portion of the overall grid space. It is highly recommended to leave this enabled because it reduces simulation time and file size. Sensitivity - When the Adaptive option is enabled, this parameter defines the boundarys sensitivity to the production of smoke/fuel/fire. The larger the number, the tighter the adaptive box. Leave this value between 0.1 and 0.01. NOTE: If there is a source that does not emit any matter, but just produces wind, and you want FumeFX to enlarge grid accordingly to the wind strength, set the Sensitivity value to zero.

Viewport RolloutBy default, your simulation will not appear in the 3ds Max viewports. The FumeFX Preview Window is intended to give you the most accurate representation of what your simulation will look like after rendering. However, for scene layout purposes, it is sometimes helpful to view the simulation in the viewports. In the Viewport rollout, you can enable and adjust this viewport display. Enable Display - The large Enable Display button toggles the viewport display on or off. Next to this, there is a small checkbox marked with a plus sign. If this button is selected, FumeFX will continue displaying its data in the viewport even if the FumeFX object is not selected.

Display Optimize Group of Controls

Reduce - Use the spinner to set the level of detail; the viewport will display every nth voxel across all 3 axes. Threshold Scale - This value acts as a multiplier for the individual threshold values of each channel. For each channel, the corresponding threshold spinner sets the minimum value that will be displayed, in FumeFX units (Smoke, Fire and Fuel), or world units (Velocities and Forces).

Channel/Threshold Group of Controls

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In FumeFX, you are able to select which channels are exported to the output file for rendering. This group of controls will let you mix varying intensities of these channels in the viewport display. Of course, channels that are not present in the output file cannot be displayed in the viewport. If a simulation is in progress, only the channels used in the simulation can be displayed. Select the Channels that you want to display. Then, adjust the corresponding Threshold spinners to set the minimum values for display. Fuel - Shows unburned Fuel. Fire - Shows reacting Fuel. Smoke - Shows Smoke. Velocities - Shows Velocities. Forces - Shows Forces (in case FumeFX is bound to any). Turbulence - Shows Turbulence as created through the Simulation controls. Temperature - For the display of temperature you can set Min. and Max. values with a linear 2-color gradient in between.

Scale Multiplier Group of Controls

The Force and Velocity vectors can be scaled for an exaggerated or disparaged display.

Show Slice Group of Controls

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Printed Documentation Show Slice checkbox - If you enable this checkbox, you can view the fluid values on an intersection of the grid with a specified 2D plane. To do this, select from three axes pairs in local space (XY, YZ, or XZ); then, adjust the Position and Thickness spinners to determine the exact location shown. Position - Once the Show Slice checkbox is on and a slice plane is set, use this spinner to move the slice plane along the FumeFX Grid volume to see the voxels within the grid. Thickness - Once the Show Slice checkbox is on and a slice plane is set, use this spinner to determine how many cells within the volume are shown as part of the current slice. Grid checkbox: Selecting this will show a voxel grid on the slice and turn off the FumeFX grid display on the sides. Numerical Values: This option will write out the contents of each voxel cell with 2-digit precision. This can be handy when you want to see what cells within your simulation contain and the values associated with the voxels.

Voxel Grid Group of Controls

Checking this option enables you to see the dimensions of voxels used in the simulation; these dimensions can be projected to one or more sides of the grid. None - No grid shown. XY plane - Shows the grid on the bottom of the FumeFX simulation. Automatic - Shows the grid on all sides that appear "inside" the current view.

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The FumeFX Grid

The heart of FumeFX resides within its simulation engine. This entire, quite sophisticated system is built around a very simple object called the FumeFX Grid. You can think of the FumeFX grid as a 3-dimensional representation of a volume in which the simulation of smoke and fire will take place. Whatever size volume you define when you drag out the FumeFX grid will act as a set of boundaries for the simulation. In order to create a FumeFX grid in your scene, simply go to the Create Command Panel and from the Geometry dropdown menu, select FumeFX -> FumeFX.

Once selected, like any other object inside of 3ds Max, simply drag out the new volume in any viewport. When done, you'll get a yellow rectangular wireframe box like the one shown below.

The FumeFX Grid NOTE: No simulation will take place outside of this volume, so be careful how big or small you set your initial grid.

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Printed Documentation Since FumeFX is based on real-world computational fluid dynamics, something to consider is the scale of your scene. Just like other simulation engines, you will get unpredictable results if your scenes are microscopic or gigantic in scale. Imagine a matchstick simulation where the geometry is over a mile long in real-world unit - the precision and accuracy of the simulation would not be to the correct scale of the desired result, so be sure to watch the scale of your scenes. It is important to realize that within the Grid is a set of voxels (Volumetric Pixels), and the density of this volume can be manipulated to get higher or lower precision within the same space. The volume within the FumeFX container is automatically sub-divided into a set of equal sized rectangular "cells", stacked on top of one another, and each one is designed to contain data pertaining to the simulation within them. Since artists are visual by nature, users can visualize this grid at any time to get a better idea of how much detail their simulation will have.

FumeFX Volume Grid display (lower resolution)

FumeFX Volume Grid display (higher resolution) IMPORTANT: It is important to remember that the higher the detail within the volume, the longer the amount of time it will take to run the simulation and the larger the amount of storage it will require. See the System Requirement explanation in the Overview to help you determine your storage requirements. Once you've gotten your FumeFX Grid placed within your 3ds Max viewports, then its time to go to the Modify Command Panel. With the FumeFX Grid selected, you'll be presented with the controls and rollouts necessary to access the power within FumeFX, and also serves as a starting point for your interaction with 26

Reference FumeFX. It contains two rollouts: General Parameters and Viewport. From these rollouts you can access other parts of the interface, edit your preferences, modify parameters of the FumeFX Grid, or control the way that your simulation appears in the 3ds Max viewports. NOTE: You can also access the FumeFX rollouts in the Create Command Panel during the initial creation of any FumeFX Grdi object; you can use these rollouts as long as the object remains your current selection.

General Parameters Rollout

The General Parameters rollout contains the parameters of your simulation area and the overall grid size. This group of controls is also available in the Floater Window; one difference is that in the Modify panel, this rollout also includes the main toolbar your gateway to other parts of the interface.

Icon Toolbar

This group of controls lets you quickly access the basic set of FumeFX dialogs and information. Preview - Selecting this button opens the output Preview Window. You can open the Preview Window at any time from this toolbar, the FumeFX Floater, or the FumeFX Status Window. If you open it during simulation you may have to wait until the current frame is calculated for the window to refresh. FumeFX UI/Floater - This button opens the main part of the FumeFX user interface the FumeFX UI floating window. Preferences - This button opens the Preferences dialog box, which lets you quickly configure local or global parameters. About FumeFX - Selecting this icon opens a dialog box that displays your FumeFX version and plug-in ID. You can also reauthorize the plug-in, or see if there is any news by clicking on the Search for updates button.

Simulation Area Group of Controls27

Printed Documentation In this rollout you will also find a group of controls for FumeFX grid dimensions and detail. You can also access these controls under the General tab of the FumeFX UI floating dialog. Spacing - This parameter directly affects the detail level in your simulation. Type in or use the spinner to set the spacing of the voxel-based grid. The chosen value defines voxel size; smaller voxel size allows for more voxels in simulation, which produces greater detail. Width, Length, Height - These three values set the volumetric dimensions of the FumeFX Grid, thereby establishing the boundaries for simulation within the scene. Adaptive - While enabled, the grid will expand and shrink with the movement or absence of fluid to use only the necessary portion of the overall grid space. It is highly recommended to leave this enabled because it reduces simulation time and file size. Sensitivity - When the Adaptive option is enabled, this parameter defines the boundarys sensitivity to the production of smoke/fuel/fire. The larger the number, the tighter the adaptive box. Leave this value between 0.1 and 0.01. NOTE: If there is a source that does not emit any matter, but just produces wind, and you want FumeFX to enlarge grid accordingly to the wind strength, set the Sensitivity value to zero.

Viewport RolloutBy default, your simulation will not appear in the 3ds Max viewports. The FumeFX Preview Window is intended to give you the most accurate representation of what your simulation will look like after rendering. However, for scene layout purposes, it is sometimes helpful to view the simulation in the viewports. In the Viewport rollout, you can enable and adjust this viewport display. Enable Display - The large Enable Display button toggles the viewport display on or off. Next to this, there is a small checkbox marked with a plus sign. If this button is selected, FumeFX will continue displaying its data in the viewport even if the FumeFX object is not selected.

Display Optimize Group of Controls

Reduce - Use the spinner to set the level of detail; the viewport will display every nth voxel across all 3 axes. Threshold Scale - This value acts as a multiplier for the individual threshold values of each channel. For each channel, the corresponding threshold spinner sets the minimum value that will be displayed, in FumeFX units (Smoke, Fire and Fuel), or world units (Velocities and Forces).

Channel/Threshold Group of Controls

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In FumeFX, you are able to select which channels are exported to the output file for rendering. This group of controls will let you mix varying intensities of these channels in the viewport display. Of course, channels that are not present in the output file cannot be displayed in the viewport. If a simulation is in progress, only the channels used in the simulation can be displayed. Select the Channels that you want to display. Then, adjust the corresponding Threshold spinners to set the minimum values for display. Fuel - Shows unburned Fuel. Fire - Shows reacting Fuel. Smoke - Shows Smoke. Velocities - Shows Velocities. Forces - Shows Forces (in case FumeFX is bound to any). Turbulence - Shows Turbulence as created through the Simulation controls. Temperature - For the display of temperature you can set Min. and Max. values with a linear 2-color gradient in between.

Scale Multiplier Group of Controls

The Force and Velocity vectors can be scaled for an exaggerated or disparaged display.

Show Slice Group of Controls

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Printed Documentation Show Slice checkbox - If you enable this checkbox, you can view the fluid values on an intersection of the grid with a specified 2D plane. To do this, select from three axes pairs in local space (XY, YZ, or XZ); then, adjust the Position and Thickness spinners to determine the exact location shown. Position - Once the Show Slice checkbox is on and a slice plane is set, use this spinner to move the slice plane along the FumeFX Grid volume to see the voxels within the grid. Thickness - Once the Show Slice checkbox is on and a slice plane is set, use this spinner to determine how many cells within the volume are shown as part of the current slice. Grid checkbox: Selecting this will show a voxel grid on the slice and turn off the FumeFX grid display on the sides. Numerical Values: This option will write out the contents of each voxel cell with 2-digit precision. This can be handy when you want to see what cells within your simulation contain and the values associated with the voxels.

Voxel Grid Group of Controls

Checking this option enables you to see the dimensions of voxels used in the simulation; these dimensions can be projected to one or more sides of the grid. None - No grid shown. XY plane - Shows the grid on the bottom of the FumeFX simulation. Automatic - Shows the grid on all sides that appear "inside" the current view.

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FumeFX UI Dialog

FumeFX UI OverviewThe FumeFX Floater Window is your main command center for creating and controlling effects with this plug-in. It is a modeless, floating dialog box that contains a wide range of controls, which are logically organized into a toolbar and five tabbed panels. To access this window: select a FumeFX object in your scene; click on the 3ds Max Modify icon; and then, select the FumeFX UI button to toggle it open. You can then move, re-size, or minimize the Floater according to your preference. Note that, within this User Reference, the term Floater refers to this window. There are four drop-down menus along the top edge of this window. File and Preview offer commands that deal with simulation and the preview window. Preferences and Help duplicate the actions available through the Modify Panel toolbar buttons.

The FumeFX UI Floating Dialog

The toolbar that stretches across the top of the FumeFX UI dialog specifically involves simulations and the Preview Window. These toolbar buttons include actions such as starting, stopping, and saving the simulation. From here, for example, you might choose to play your results straight through, or perhaps, just calculate a single step of the simulation. For additional information on options that affect your simulation, see the Snapshot section in FumeFX Preferences. Preview - Selecting this button opens the very handy output Preview Window that lets you visually preview your FumeFX simulation without having to render a single frame. Start Simulation with Loaded Initial State - This button starts the simulation from a snapshot a selected frame of the simulation, whose initial conditions were previously saved to a simulation file (.fdc) or output file (.fxd). The file can be selected from the Floater Menu > File > Load initial state. If it hasn't been selected yet, a file selection dialog box will open, prompting you to select it.

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Printed Documentation Start - Select this button to run a simulation from the Start Frame to the End Frame (parameters that are available inside the General Tab > Output Rollout). Throughout this simulation, an open Preview Window will show the most recently calculated frame. Continue - You can use this button to Continue a simulation from the point at which it had been stopped with the Stop button in the Status Window. FumeFX can continue from any frame that has already been calculated, provided that the velocity channel was exported. So, another option is to Continue from the current frame output; the position of the 3ds Max time slider indicates this continuing point. You can also Continue from any snapshots that you have specified in the Snapshot options under Preferences; right-click for a pop-up list of available snapshots to continue from. If snapshots were created with different grid parameters, you will be able to select Show same grid settings only, which will limit the selection range to matching files. Calculate Interval - Selecting this button will calculate only a selected interval, rather than the full range, of the simulation. Intervals start from the last calculated frame and can be set to 1,3 or 10 frames, or 1, 3 or 10 seconds. Use the right mouse button to select the interval duration. This is essentially a continue button, so click the Start button if you want to use intervals from the beginning. Save settings - Use this tool button to save all parameter settings from the General, Simulation, Rendering, and Illumination tabs. The settings are saved to a file with your choice of file name, and the extension .fxp; this file is saved in the folder where FumeFX is installed, for example C:\Max9\AfterWorks\FumeFX\. Notice that, although you may have adjusted settings for various shaders, only the settings for the currently selected one will be saved. Load settings - This opens a list of saved presets. After selecting one, you will be prompted to choose which parameter groups (corresponding to FumeFX floater rollouts) to load. A note on snapshots: stopping and continuing a simulation from a snapshot file will give you the exact same results as running a simulation uninterrupted. You can also continue from output files; however, since pressure is not saved in output files (.fxd), a slight difference will be introduced into the following frames. This difference will be evident in explosion effects.

FumeFX floating dialog panels

Just below the Floater Window Toolbar you will find a series of five tabs: General, Simulation, Rendering, Illumination and Obj/Src. These tabs correspond to the main control panels for FumeFX simulations. Clicking them will open the appropriate parameter groups and allow you to dive into the details of setting up and tweaking your FumeFX simulations. TIP: You can also use CTRL + click to toggle multiple tabs on/off. Click and drag within any panel to pan up and down. The following sections cover the five main parameter groups in FumeFX and are organized in the same way as the tabs in the FumeFX UI Dialog. 32

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General Simulation Rendering Illumination Objects/Sources

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GeneralThis panel involves the essential settings for FumeFX simulations. You will use this panel to control details such as size, detail level, frame range, output paths, and playback options. This is also where you can enable and edit MAXScripting.

General Parameters Rollout

The General Parameters rollout affects the basic parameters of your simulation area. In other words, this rollout defines the parameters of the FumeFX Grid. This group of controls is also available in the FumeFX Modify Panel.

Spacing - This parameter directly affects the detail level in your simulation. Type in or use the spinner to set the spacing of the voxel-based grid. The chosen value defines voxel size; smaller voxel size allows for more voxels in simulation, which produces greater detail. Width, Length, Height - These three values set the volumetric dimensions of the FumeFX Grid, thereby establishing the boundaries for simulation within the scene. Adaptive - While enabled, the grid will expand and shrink with the movement or absence of fluid to use only the necessary portion of the overall grid space. It is highly recommended to leave this enabled because it reduces simulation time and file size. Sensitivity - When the Adaptive option is enabled, this parameter defines the boundarys sensitivity to the production of smoke/fuel/fire. The larger the number, the tighter the adaptive box. Leave this value between 0.1 and 0.01. If there is a source that does not emit any matter, but just produces wind, and you want FumeFX to enlarge grid accordingly to the wind strength, set the Sensitivity value to zero.

Output Rollout

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Range Group of Controls:

Start Frame - Select the first frame of the simulation. End Frame - Select the last frame of the simulation. Viewport Update - FumeFX will display current simulation results every nth frame. If this value is 0, the viewport will not be updated during simulation. Exporting Channels - This lists the channels to be written to the output files. You can change these selections in the dialog box that is opened by the Set button.

As can be seen above, one list shows channels to be exported, and the other shows available channels that are currently excluded from export. This dialog functions much like 3ds Max's exclude dialog box; select a channel, then move it from one side of the list window to the other using the arrow buttons. Clicking on any single item will show you a short description. Channels marked with * are required for rendering with current shader and FusionWorks settings. For your reference, an updated maximum output file size is calculated (assuming that whole grid volume is used).

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Printed Documentation Output Path - This is the path where all outputs for the simulation will be stored (output files, snapshots, and illumination maps). This path is automatically generated when you create a FumeFX object, but it can be changed by selecting the button.

Playback Rollout

Playback Range Group of Controls:

Play From - This value is an output files offset. For example, if you set it to 5, the output will start playing from the 5th computed frame of the simulation (the first 4 will be skipped). Play To - This value defines output files end frame. If it is shorter than the number of all computed frames, all the remaining frames will be skipped. Any set of output frames that are clipped with Play From and Play To define a segment. Start Frame - FumeFX will not play output until 3ds Maxs frame number reaches this value. Use this to synchronize a FumeFX segment within a 3ds Max animation.

Out-of-Range Types Group of Controls:

These settings define the behavior of the animation before and after the segment. Click on the button to choose from the following list of types: None - If this is chosen, no behavior information is selected. Start Frame - This holds the first frame of the segment. End Frame - This holds the last frame of the segment. Cycle - This repeats the segment. PingPong - This repeats the segment, first forward, then backward.

3ds Max Script Rollout

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If you select the Use checkbox, you can write a script that will execute either during the simulation, or after loading the output. The Edit Script button will open the MAXScript editor. You can use MaxScripting to add forces to the simulation, or add or diminish fire or smoke, or even alter the whole simulation process. Refer to the MAXScript section of this manual for more information.

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SimulationAs the name would indicate, this is the panel you use to regulate the parameters of your simulation.

Simulation Rollout

Simulation Group of Controls

Solver - The Conjugate Gradient solver calculates the results of your simulation. For now this is the only solver that comes with FumeFX, however the architecture has been designed to incorporate other solvers as they are developed in the future. Quality - This defines simulation realism. Higher quality increases realism, but means more computation and slower simulation performance. This is sometimes necessary; for example, it is advisable to increase quality for fast moving objects. Another way to look at Quality is that this number represents how many times the the Maximum Iterations will be used to determine the simulation. Maximum Iterations - Use this to set the maximum possible amount of iterations that the solver should complete. The solver will automatically stop when it reaches an acceptable level of accuracy. The CG solver does not need many iterations to achieve good results (10-15 for small grids, 100 for bigger grids, or fast sources/objects). Simulation Steps - If the simulation becomes unstable due to very fast flows (objects, sources or forces), each frame can be divided in two or more simulation steps. Note that this will increase simulation times.

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Reference Advection Stride - The lower this stride is, the less dissipation of velocity and smoke will happen. It is a more or less inverse proportion to simulation time. TIP: For smoke with many small curls you may want to decrease this number to 0.1 or less. Cubic interpolation - If you need maximum quality, you will want to check this option. Simulation times will rise considerably, but less dissipation will occur and more swirls will be created. Time Scale - Use this to speed up or slow down the passage of time during simulation. If you set it to 0, the simulation comes to a halt; set a higher value to increase speed. If you accelerate time by some significant amount (>1.5x), you will have to increase the simulation steps as well to preserve stability and continuity. Also, note that you can animate this parameter.

System Group of Controls

Gravity - This value defines gravity strength. Note that this affects smoke, based on the smokes density value. Buoyancy - This value defines how much the fluids will rise in correspondence with the temperature. Vorticity - This parameter is very useful for coarse grids, where simulations lack detail. When you increase grid detail then the need for vorticity is lowered, since the simulation itself will result in more detail. Higher vorticity will increase the number and strength of small vortices in the fluid. Velocity Damping - This gradually slows down the speed of flow, simulating internal friction. Turbulence amounts - Add artificial disturbance to smoke and fire, as controlled by the following parameter group. X/Y/Z Turbulence - Add artificial disturbance to smoke and fire on each axis separately or on all together. The Turbulence Noise Group offers further modification.

Turbulence Noise Group of Controls

Scale - Set the scale for Noise, in world units. Detail - Detail is equivalent to fractal noise levels. Set to a value greater than one if you do not see enough detail. This will, of course, slow down the simulation. Frames - This value functions as a measure of speed for each phase change. Less frames means faster turbulence.

Blocking Sides Group of Controls

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On each grid axis, you can choose to have zero, one, or two blocking sides. For example, if you set the Z-axis to "+Z" then top of the grid will act as a ceiling. If you set it back to none, the top of the grid will act as open space, letting smoke exit freely.

Fuel Rollout

Select the Simulate Fuel checkbox to include it in the simulation. Then, adjust it with the following parameters: Ignition Temperature - Fuel will burn in each voxel with a temperature equal to, or greater, than this value. Burn Rate - The percentage of fuel in each voxel that is burned with each frame. Heat production and Expansion depend on the amount of burned fuel. Burn Rate Variation - This is the maximum variation allowed in the burn rate, expressed as fraction. Heat production - This determines the rate of temperature increase per burned fuel. With high heat production, temperature in the grid will increase, causing fluid to rise faster (due to the buoyancy parameter). Expansion - This determines the rate of pressure increase per burned fuel. Excessive expansion can create extreme velocities and cause simulation times to increase significantly. Fuel Creates Smoke checkbox - If you enable this option, smoke will be created on the surface of the flame; usually, it is created on the source. Smoke Density - This amount of smoke density is added to the voxel when fuel approaches zero.

Smoke Rollout40

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Select the Simulate Smoke checkbox to include it in the simulation. Then, adjust it with the following parameters. Dissipation Min. Dens - If smoke density goes below this value, it will fade according to the Dissipation Strength amount. Dissipation Strength - The higher this value, the more rapidly smoke will diminish. This parameter is expressed as percentage of voxel value that will be lost. These two parameters are useful if you want to constrain smoke to a smaller volume. Restricting computations to a certain volume helps keep the adaptive grid as tight as possible, which, in turn, improves simulation speed. This may be most helpful in situations where temperature is invisible and can be clipped. Diffusion - Set the rate of smoke diffusion.

Temperature Rollout

Select the Simulate Temperature checkbox to include it in the simulation. Adjust it with the following parameters, which are analogous to Smoke. FumeFX burns unreacted fuel based on Ignition Temperature; and, Temperature Diffusion is the only way to realistically spread the temperature across volume and thus, to help fire propagation. Dissipation Min. Temp - If temperature goes below this value, it will fade according to the Dissipation Strength amount. Dissipation Strength - The higher this value, the more rapidly temperature will diminish. Diffusion - This value sets the rate of temperature diffusion. At very high values, temperature inside the grid can drop dramatically. Consequently, if you are simulating burning fuel, the fuel may stop burning; if so, you might need to increase the Heat Production value.

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RenderingRenderingFumeFX Rendering is controlled by the parameters in this panel of the Floater Window. For information on how to blend FumeFX results with other effects, see the FusionWorks Renderer section of this reference.

Rendering Parameters Rollout

Rendering Group of Controls

Step Size % - This setting affects rendering quality. The selected value defines a ray marching stride based on a percentage of the voxel size. With smaller values, more steps will be needed for shading to achieve a high quality output. But, for example, you dont need to go very low for uniform and transparent smoke as theres no detail in it. You might want to use lower values in connection with Fluid Mapping usage. Step Size In Fire % - This specifically affects the rendering quality in fire. It can be linked to the default step size, or set separately if you need more accuracy in rendering fire. Due to the nature of fire, you will need a smaller step size for fire than for smoke. Jittering % - This parameter adds spatial randomness to the sampling. With a high step size you might get noise-like effects, but with a finer step size you will gain soft, blurred smoke. Effects Channel - This effects channel is used if you want to apply Rendering Effects to FumeFX fluid. This will affect each pixel that contains FumeFX rendered volume unless another compatible volumetric is occluding it. 42

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Container Edges Group of Controls

Falloff Type - This selection defines the method that will be used to attenuate smoke and/or fire near the edges of the simulation area. Strength - This adjusts the strength of falloff.

Post Load Group of Controls

Soften Edges Near Objects - By default, FumeFX assumes that all objects affecting simulation will remain visible in the rendering, so it alters the Fire and Smoke values accordingly before saving. This is intended to improve the visual output of the rendering; however, if you choose to render without those objects, this default action may make the Fire and Smoke near those objects appear coarse or aliased. In such instances, enabling this Soften Edges option will help to soften these edges.

Volume Shading Group of Controls

FumeFX supports specific shaders to render the visual data obtained through simulation. You can adjust the parameters of a shader to control the rendered appearance of your fiery effects. Shader - Choose an available shader from this dropdown list. Currently, FumeFX offers two choices: Standard and Channel Data. When either of these shaders is chosen, a set of rollouts specific to the shader are displayed for manipulation. To learn more on how these Volume Shaders function, click on the links below.

Standard Shader Channel Data Shader

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Standard ShaderThe Standard Shader is the default shader for FumeFX. When you select the Standard as the Volume Shading option, you will be shown three rollouts that will control the parameters of your effect: Fire, Smoke and Fuel. IMPORTANT: Note that Fire is the primary FumeFX channel in the sense that, if any given voxel in the fluid contains fire, then smoke will not be considered in that voxel during rendering.

Fire Rollout

This rollout is where you can adjust the opacity and color settings for the Fire Channel. For example, if you wanted to obscure the appearance of objects behind the fire, you could use these options to boost the fires opacity. Color Spinner - Type in or use the spinner to select a color multiplier value. This has no effect on opacity or global illumination. Color Swatch/Gradient - Fire can be set to either a single color or a color gradient. Rightclick the swatch to switch between Key Mode (constant color) or Keyless Mode (gradient). If you select Key Mode, left-click the swatch to edit the gradient. Refer to AFC and Gradient Control section of this reference for additional details on this feature. This color gradient corresponds to the amount of fuel still left to burn. The gradient, from left to right along an X-axis, coincides with an increase from minimum to maximum amount of unburned fuel. Opacity Spinner - Type in or use the spinner to select an opacity multiplier value for fire. Opacity AFC - Use this option to adjust opacity of the fire. For example, by adjusting the curve, you can pronounce the fires edges and produce a dimmer core. If this AFC is disabled, the intensity, set by the spinner, is used to modulate fire opacity; if enabled, the amount of unburned fuel will determine the level of opacity. Right-click the AFC button to Enable/Disable; if enabled, left-click to edit. Refer to the AFC and Gradient Control section of this reference for additional details on this feature.

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Reference In the AFC, the level of opacity, from left to right along an X-axis, corresponds to an increase from minimum to maximum fuel. Map Source - When there is a need for additional subtle details in the rendered output, two fluid mapping types are provided. Click this button to enable/disable Fluid Mapping, or World/Object Coordinates. Fluid Mapping is good for animations since the viewer will get an impression of small details from a procedural map following the flow. A drawback of Fluid Mapping is that it has to be computed during the simulation; consequently, it requires more memory and slows down simulation (though not significantly). The World/Object Coordinates option is excellent for still images. It requires neither computation nor memory during the simulation. Map - Click on the button to choose a map from the Material/Map Browser. Use only 3D procedural maps for texturing a fluid. Since this map will have to be evaluated at each pixel, expect slower rendering times. Alpha Multiplier - This adjusts the overall alpha channel of fire. You can use it, for example, to darken the objects behind the fire. fR GI multiplier - This option works with finalRender to adjust the fires global illumination intensity.

Smoke Rollout

In this rollout you can adjust the opacity and color of the Smoke Channel.

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Printed Documentation Min. Density and Max. Density - These parameters define the limits for the Smoke Channels Color Gradient and Opacity AFC. If smoke density is below the Min. Density value, it will not be visible; and, if it is above Max. Density, it will have the color that corresponds to Max. Density. Color Gradient - Smoke color can be set to a solid color or to a gradient. This gradient is dependent on smoke density; i.e., a linear progression from left to right reflects a relative progression from minimum to maximum density. Right-click the swatch to switch between Key Mode (constant color) or Keyless Mode (gradient). If you select Key mode, left-click the swatch to edit the gradient. The position on the gradient depends on the level of smoke density. Refer to AFC and Gradient Control section of this reference for additional details on this feature. Ambient Color - Ambient Color in the 3ds Max Environment Panel does not affect FumeFX. Within FumeFX you can use this shader option instead. Note, though, that it only affects smoke Opacity Spinner - This value affects the intensity of opacity that smoke will have in rendering. Use the spinner to set this value. Opacity AFC - Use this option to adjust opacity of the smoke in proportion with the amount of unburned fuel. Right-click it to Enable/Disable; left-click to edit the gradient. When Opacity AFC is disabled, the intensity of the smoke gradient is used to modulate smoke opacity. Map Source - When there is a need for additional subtle details in the rendered output, two fluid mapping types are provided. Click this button to enable/disable Fluid Mapping, or World/Object Coordinates. Fluid Mapping is good for animations since the viewer will get an impression of small details from a procedural map that follows the flow. A drawback of Fluid Mapping is that it has to be computed during the simulation; consequently, it requires more memory and slows down simulation (though not significantly). The World/Object Coordinates option is excellent for still images. It requires neither computation nor memory during the simulation. Map - Click on the button to choose a map from the Material/Map Browser. Use only 3D procedural maps for texturing a fluid. Since this map will have to be evaluated at each pixel, expect slower rendering times. Visual Falloff - This controls the rate of light drop-off inside the smoke from the cameras view; i.e., it affects visibility into the smoke. Shadow Falloff - This controls the rate of light drop-off inside the smoke for shadows, i.e., it controls how far shadows will extend into the smoke. A higher value creates the impression of thicker smoke. fR GI multiplier - This option works with finalRender to adjust the smokes global illumination intensity. Cast Shadows - If on, smoke will cast shadows on the surrounding geometry and, if Receive Shadows is on, onto itself. Receive Shadows - If on, smoke will receive shadows created by surrounding geometry and, if Cast Shadows is on, from itself.

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Reference

Fuel Rollout

Color - Fuel can only be a solid color. Opacity - Fuel opacity depends on the amount of fuel still left to burn, and is multiplied by this parameter. Visual Falloff - This value controls how far light can penetrate into fuel. fR GI multiplier - This option works with finalRender to adjust the global illumination intensity of fuel. Cast Shadows - If on, smoke will cast shadows on the surrounding geometry and, if Receive Shadows is on, onto itself. Receive Shadows - If on, smoke will receive shadows created by surrounding geometry and, if Cast Shadows is on, from itself.

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Printed Documentation

Channel Data ShaderThrough a unified user interface, the Channel Data Shader is capable of shading any channel data that is present within the .fxd output file. If the required channel was not exported during simulation, you will not be able to use it. In the case that this happens, you will need to run the simulation again, making sure to export the appropriate channel.

Channel Data Rollout

Channel - Here, choose between Fuel, Fire, Smoke, Temperature, or Velocity. Min. Value and Max. Value - These parameters define the limits for Color Gradient and Opacity AFC. If the data value is below the Min. Value, the medium will not be visible; if it is above the Max. Value, it will have the color that corresponds to the Max. Value. Color Gradient - It can be set to a solid color or a gradient. The gradient depends on the chosen data value. In the gradient, an X-axis, from left to right, represents the progression from minimum to maximum value. Ambient Color - Ambient Color in the 3ds Max Environment Panel does not affect FumeFX. Within FumeFX you can use this shader option instead. Note, though, that it only affects smoke. Opacity AFC - Use this option to adjust opacity of the chosen channels data. Right-click to Enable/Disable; left-click to edit. When Opacity AFC is disabled, the intensity of the Color Gradient is used to modulate opacity. In the AFC, the X-axis from left to right means represents a progression from minimum to maximum amount of fuel. Refer to AFC and Gradient Control section of this reference for additional details on this feature.

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Reference Map Source - When there is a need for additional subtle details in the rendered output, two fluid mapping types are provided. Click this button to enable/disable Fluid Mapping, or World/Object Coordinates. Fluid Mapping is good for animations since the viewer will get an impression of small details from a procedural map that follows the flow. A drawback of Fluid Mapping is that it has to be computed during the simulation; consequently, it requires more memory and slows down simulation (though not significantly). The World/Object Coordinates option is excellent for still images. It requires neither computation nor memory during the simulation. Map - Click on the button to choose a map from the Material/Map Browser. Use only 3D procedural maps for texturing a fluid. Since this map will have to be evaluated at each pixel, expect slower rendering times. Visual Falloff - This value controls the rate of light drop-off inside the medium. Shadow Falloff - This value controls the rate of light drop-off inside the medium for shadows. A higher value creates the impression of a thicker medium. fR GI multiplier - This option works with finalRender to adjust smokes global illumination intensity. Cast Shadows checkbox - If on, the medium will cast shadows onto surrounding geometry and, if Receive Shadows is on, onto itself, as well. Receive Shadows checkbox - If on, the medium will receive shadows created by surrounding geometry and, if Cast Shadows is on, from itself, as well.

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Printed Documentation

IlluminationYou can illuminate FumeFX output with standard 3ds Max lights and/or by using the FumeFX Fire Channel. Click the Illumination tab of the FumeFX Floater Window to access illumination controls.

Illumination Parameters Rollout

Lights - Use the Pick and Remove buttons to add/remove any lights you wish to use to illuminate FumeFX. Lights that are not present on this list will not illuminate FumeFX, nor will FumeFX use them to cast shadows. To select multiple lights from a scene, hold the key while clicking on your selections. Shadows - If you want to use shadows, you must enable Shadows and Atmosphere Shadows in the appropriate lights and also turn on Cast Shadows and/or Receive Shadows in the Rendering tab > Shader rollout. FumeFX shadow casting can also be disabled through Object Properties > General > Rendering Control > Cast Shadows checkbox. NOTE: A few notes about FumeFX and Shadows: Shadow support is dependent on the shader. Shadows are traced through FumeFX volume along the light ray using the selected step size. And, Area Shadows do NOT work with FumeFX.

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Reference Step Size - This value is a percentage of voxel size. 75% is good for most uses; for transparent smoke you may use up to 300%. Less than 25% should never be needed, except when attempting an effective use of Jittering. Jittering - This value is a percentage of voxel size. It can help to reduce possible artifacts and/or soften shadows. Transparency for a volume of smoke is not taken precisely along the ray that is being traced, but rather, with a random offset whose maximum is set by this parameter. It has to be combined with small Step Size (5% - 50%) to be effective.

Illumination Map Group of Controls

To accelerate rendering, FumeFX uses an illumination map, which is a per-voxel, pre-computed light map that includes shadows. It is created at rendering time, before any actual rendering takes place. A progress window will pop up if creation takes longer than a second. Caching of illumination maps to disk is an option that will accelerate subsequent renderings. Cache files are named just like simulation output files, but with the extension .fim. You invalidate a cache by deleting it or starting the simulation again. In the latter case, only the frames that have been simulated will be invalidated. Illumination Map - If you turn this checkbox off, the rendering process will be much slower. It is provided for the rare cases in which you need extreme accuracy of the shadows received by FumeFX. It does not influence shadows cast by FumeFX on other objects. Multiplier - This is a convenient way to affect all lights at once. A value of 0 creates no illumination, 2 creates twice the illumination, etc. Once the illumination map has been calculated and cached to a disk, you can tweak its intensity through this parameter without having to recalculate. Undersample/Threshold - To speed up the illumination map calculation, you can instruct FumeFX to evaluate every 2nd voxel over each axis. This means it would only have to process 1/8 of the total number of voxels. Other voxels will only be evaluated if the difference in neighboring voxels illumination is greater than the Threshold parameter value. This will not reduce the illumination map file size and will have no effect if the illumination map is loaded from disk. So long as you do not notice rendering artifacts, you can set this value as high as you like. Cache Map To Disk - During rendering, the illumination map is saved to disk as illumination is pre-computed for each frame. The saved map is unaffected by the Multiplier parameter. While this option is selected, the map cache is automatically used for subsequent renderings, regardless of any changes to light settings. The only exception to this is that the cache map will not be used if the grid dimensions have been changed. This data will be saved to the folder you have selected for output and will overwrite any existing file of the same name. The Illumination Map filename is a combination of an output filename and name of the FumeFX scene object. Note that if you rename FumeFX object, cache will become unusable.

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Printed Documentation Clear Cache - Select this to delete all cache files with names corresponding to current output file names.

Multiple Scattering Group of Controls

Multiple scattering is a fast imitation of light dispersion in smoke. Select to enable/disable. In FumeFX, light that affects fire and smoke can come from two different sources: external lights, or fire itself. These two sources have separate strength multipliers and a common falloff multiplier, which controls how much light is dispersed to surrounding smoke and fuel. It is usually calculated much faster than an illumination map and cannot be cached. Maximum Depth - This parameter sets the level of simplification for fire as an illumination source. The higher the maximum depth parameter is, the faster is will be computed. Decrease this value if you need more accuracy for example, if you notice sudden illumination changes in some areas. Fire Strength - This sets Fire illumination strength. Smoke Strength - This sets Smoke illumination strength. Falloff - This value sets the rate for Falloff of the scattered light through the medium. Use smaller numbers to evenly illuminate smoke. NOTE: Values for this parameter are not normalized; they can be very big or small numbers, depending on shader settings, simulation and scene size. You will have to experiment a little bit to balance falloff with overall light. Decreasing falloff substantially will also increase the total amount of light in the smoke, so you may sometimes need to decrease strength.

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Reference

Objects, Sources and WarpsObjects, Sources and WarpsObjects, Sources, and Warps can all affect FumeFX simulations. You can access controls for all three by clicking the Obj/Src. tab in the FumeFX Floater Window. Any geometry that can be converted to mesh can be used as an object that affects FumeFX fluid. To do this, the geometry has to be picked so that its speed multiplier and volume type can be set. Then, any movement it makes through the fluid will displace the fluid. N