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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smoke and explosion. game developers.Introduction Welcome Fireball image provided courtesy of Kresimir Tkalcec © 2006 Introduction Welcome to FumeFX. Other plug-ins help users to fabricate artistic renditions of fire through the tweaking and animation of particles. FumeFX is unrivalled in its ability to capture the nuance and complexity of fluid gas behavior. Designed for use by visual effects artists. The key to the FumeFX difference is that it combines your specific aesthetic vision with real-world physics. a ground breaking solution for incredibly realistic and breathtaking effects with fire. This unique plug-in is a powerful gaseous fluid dynamics simulator created by industry leaders at Sitni Sati for seamless integration with Autodesk Media & Entertainment’s 3ds Max™ modeling and animation software. the results of this time-consuming approach are ultimately limited by its basis on completely arbitrary factors. yet. FumeFX fire and smoke behave according 1 . By contrast. and visualization professionals who demand the utmost in realism.

within this document is a complete set of Tutorialsto help get you up to speed with FumeFX quickly. Furthermore. Finally. you should go to the Reference Section. Simply put. It is strongly recommended that you go through this section prior to doing the main tutorials. 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. For specific information about FumeFX’s various controls and settings.Printed Documentation to the laws of fluid dynamics and react to relevant physical forces. and open architecture offer the performance and flexibility to enhance virtually any pipeline. such as temperature and gravity. intuitive user interface. and how each one relates to the entire system. there is no other combustion effects tool that can compete with physics simulation power in this plug-in. This section will give you detailed explanations of what each component within the FumeFX user interface does. This reference guide is organized mainly by functional areas:  For new users of FumeFX. This means you can produce realistic voxel-based simulations with greater speed and ease than ever before. the combination of a dynamic feature set.   2 .

Designed for use by visual effects artists. FumeFX is unrivalled in its ability to capture the nuance and complexity of fluid gas behavior. the results of this time-consuming approach are ultimately limited by its basis on completely arbitrary factors. a ground breaking solution for incredibly realistic and breathtaking effects with fire. FumeFX fire and smoke behave according to the laws of fluid dynamics and react to relevant physical forces. This unique plug-in is a powerful gaseous fluid dynamics simulator created by industry leaders at Sitni Sati for seamless integration with Autodesk Media & Entertainment’s 3ds Max™ modeling and animation software. The key to the FumeFX difference is that it combines your specific aesthetic vision with real-world physics. such as temperature and 3 . Other plug-ins help users to fabricate artistic renditions of fire through the tweaking and animation of particles. yet. and visualization professionals who demand the utmost in realism.Introduction Welcome Fireball image provided courtesy of Kresimir Tkalcec © 2006 Introduction Welcome to FumeFX. smoke and explosion. game developers. By contrast.

Printed Documentation gravity. For specific information about FumeFX’s various controls and settings. the combination of a dynamic feature set. within this document is a complete set of Tutorialsto help get you up to speed with FumeFX quickly. you should go to the Reference Section. It is strongly recommended that you go through this section prior to doing the main tutorials. the best place to begin is the Introduction. intuitive user interface. This reference guide is organized mainly by functional areas:  For new users of FumeFX. and open architecture offer the performance and flexibility to enhance virtually any pipeline. 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. Here you'll get a brief computational fluid dynamics lesson and the thought processes you should go through when setting up scenes for simulations. there is no other combustion effects tool that can compete with physics simulation power in this plug-in.   4 . Furthermore. Simply put. This means you can produce realistic voxel-based simulations with greater speed and ease than ever before.

o. click on the "Cancel" button and/or do not install FumeFX. 3. in which case you must purchase single seat licenses for each additional concurrent user. professional. 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. (2) If FumeFX is identified as a demonstration. according to the terms and conditions of this Agreement. By clicking on the "Accept" button. and you may install and operate FumeFX on a single server computer in a single location which may be accessed by other computers. a company under Croatian law with residence in Zagreb.o. If you do not agree to the terms of this License Agreement. This Agreement permits a single user to install and use FumeFX on only one computer at one location at any one time.o at all times. You may not use it for commercial. or (2) The maximum number of concurrent users being more than one (1). installing. you agree to be bound by the terms of this License Agreement. you may use it only over an internal local area network environment with a Floating License Tool.READ CAREFULLY: This Sitni Sati d. 2. or NFR version. you may use it only for the purpose of commercial evaluation and demonstration. Multiple use and network operation If this Software is a Network Version. Such licenses are generated for a specific fixed time period. which is software and documentation.o End User License Agreement (EULA) for FumeFX IMPORTANT -.o or the reseller who handled the NFR version.o. copying or otherwise using FumeFX. so that multiple individuals may access or use FumeFX.o grants you a nonexclusive. 5 .Introduction License Agreement Sitni Sati d. or for-profit purposes.o. evaluation.o. or on an individual computer. as a multiple-user installation with either: (1) The maximum number of concurrent users being one (1). After a NFR license has been expired. Croatia.o. ******************************************************** NOTE: THIS PRODUCT MUST BE REGISTERED WITHIN 30 DAYS BEFORE YOU CAN CONTINUE USING THE SOFTWARE FOR AN UNLIMITED TIME ******************************************************** 1.o. all related documentation and data must be destroyed or sent back to Sitni Sati d.o grants to you a non-exclusive license to use FumeFX.o End User License Agreement ("License Agreement") is a legal agreement between you (either an individual or an entity) and Sitni Sati d. Under this contract Sitni Sati d. but that only one person at a time may do so. General This is a license agreement and NOT an agreement for sale. 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. Use of FumeFX (1) Sitni Sati d.o.

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

the further conditions of this Agreement will remain fully effective and the parties will be bound by obligations which approximate. BY INSTALLING AND AUTHORIZING THIS SOFTWARE. descriptions of code activation and written instructions of any kind created by SITNI SATI D. Other If any provision of this Agreement is found to be invalid or otherwise unenforceable. This data may only be used for the abovementioned purposes and will not be accessible to third parties 10. 3ds Max is a registered trademark of Autodesk Media & Entertainment. 7 . YOU HEREBY AGREE TO THE TERMS AND CONDITIONS PRESENTED ABOVE.o. without being themselves invalid or unenforceable. as closely as possible. will store personal data of the users in accordance with the Croatian law on Personal Privacy and Data Protection. Such information may not be spread or distributed in any form to other users. 9.Introduction All Licensing information. Registration Data For the purpose of customer registration and control of proper use of the programs Sitni Sati d. the effect of the provision found invalid or unenforceable.o and TurboSquid inc. a division of Autodesk Inc.O are only intended for the licensed user of FumeFX and no one else. including license files.O.

we highly recommend that you read the following section. which summarizes some of the highlevel concepts and physics behind FumeFX. These resources will quickly prepare you to make the most of this tool’s extraordinary potential. Whether you need a flickering candle. we have included timesaving features. Still. such as an intuitive user interface and a simulation preview window. the latest innovative and powerful plug-in designed for 3ds Max by Sitni Sati. We hope you will find that FumeFX is everything you have been looking for. for those who want to get the most out of FumeFX: the plug-in’s open functionality allows you to MAXScript almost anything. and techniques. smoldering campfire. 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. or violent explosion.Printed Documentation FumeFX Overview Thank you for investing in FumeFX. 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. So. FumeFX is undoubtedly different from other plug-ins you may have tried. We have also provided an excellent set of tutorials that demonstrates basic workflow. To achieve this. 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. your results with this plug-in will defy the viewer’s eye. 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. And. rolling inferno. This means that you can now mimic real combustion without studying physics. before you begin. tips. in order to understand the basic concepts behind 8 .

And finally. select FumeFX from the drop down menu of categories. You add this grid into your scene from the main Command Panel in 3ds Max. or. do not have a set size or shape. can also be used to influence your effects. rather than as a bunch of individual molecules. and velocity – the main elements of simulation. Simulation Simulations are created through the calculations of the FumeFX solver. all of which allow you to tailor your effect to your aesthetic needs. physics aside. the faster it will rise. and time required for simulation. To do this. FumeFX approaches fluid from the same viewpoint. Their values are defined in each voxel of the FumeFX grid. This grid expands and shrinks with the movement or absence of fluid. The higher the temperature of the smoke. depending on the force of gravity. fuel is burned and smoke is created. Also. Of course. Grid detail level is set with grid spacing. if you require greater accuracy and stability. external forces. first choose the Create Geometry icon. These include parameters such as colors. This proceeds in steps that correspond to 3ds Max frames. And. smoke. depending on buoyancy parameter. It consists of an area of voxels that will be affected by simulation. it may help to spend a brief moment to consider the influence of physics on the program’s design. the FumeFX solver applies any external influences that are within the boundaries of the grid. it operates on an adaptive 3D grid of voxels (volumetric pixels). you set the maximum limits for the simulation area. the faster it will fall. in physics. forces such as gravity and buoyancy are applied. FumeFX also includes a wide array of options that allow you control the rendered appearance of your simulation. you will increase detail. These combined parameters will determine how your simulation behaves. So. In the parameters for this source. opacity. . Now you can click and drag in the active viewport to create the grid. then. If you cut the spacing in half. and shadows. At the beginning of each step. During simulation these values are set at every voxel that the source touches. temperature. These can be FumeFX sources that add fire. “post-processing” is done. an adaptive grid expands and shrinks to contain just those voxels that are producing fluid. the denser the smoke is. smoke or movement. To begin. of course. So. a fluid is generally regarded as a continuum. or even solid objects that block or interrupt fluid movement. By choosing the size of this grid. smoke is affected by gravity and temperature is affected by buoyancy.Introduction FumeFX. this is where forces such as dissipation and diffusion are applied. fire. such as fire and smoke. fluid gases. Within the boundaries of this space. The FumeFX Grid The FumeFX grid is a core element of FumeFX. Simulation stems from whatever object that you pick as your FumeFX Object Source. and velocity. accordingly these are the same properties that affect your simulation in FumeFX. 9 . it can also simulate in multiple steps per frame. you will choose the values for smoke. Then. And. space warps that will force fluid movement similar to the way in which they force particles. in the real world combustion is a combination of fuel. memory. which mimics a continuum of fluid. temperature. such as gravity or solid objects. for example. but also dramatically increase the size.

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

11 . where they are. forces and sources that will participate in the simulation and then calculates and outputs all of the data for final render. FumeFX has been designed with artists in mind. non-rendering primitive that defines the volume within which the simulation is going to be run. so we've tried to make it as familiar and intuitive as possible. The FumeFX Grid The FumeFX Grid is the heart of the entire FumeFX system. where you add objects. However. We know that everyone dreads learning a new interface. 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. It is the part of FumeFX that manages all of the simulation parameters. computational fluid dynamic simulation. and how to find key information on them.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. particle systems. It exists as a simple. instead of forcing users to deal with foreign concepts and difficult physics. and anyone who's used another Sitni Sati plug-in (like AfterBurn or DreamScape) should feel right at home in no time.

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. you create helpers to make the simulation engine "aware" of the selected objects within the FumeFX Grid volume. FumeFX Sources Where the FumeFX Grid handles all of the heavy lifting once a scene has been set up and is ready for simulation. Object & Particle Source Helpers To learn more about FumeFX Sources. Sources in FumeFX define everything from a point of origin for the simulation to begin (the "fire starter"). In order to associate objects with FumeFX. 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. the system can't do anything without sources to simulate with. click HERE. to more complex collision objects and forces (like Wind and Gravity) that will react with the simulation as it progresses. These sources are the building blocks upon which simulations are built. click HERE. 12 .Printed Documentation The FumeFX Grid To learn more about the FumeFX Grid and it's controls.

This is simply an ineffective workflow that should be avoided. change the appearance and density of your smoke and fire effects and much more. create an output path to store the simulation data. test render a frame to see if they are getting results they like. To learn more about the FumeFX UI floating dialog. then resume the simulation or tweak parameters and restart. The Preview Window Of course. 13 . it would be foolish to force users to stop a sim part way through. FumeFX UI Floating dialog (all General rollouts closed) It is here where you add your sources to the simulation engine.Introduction The FumeFX UI Floating Dialog Once you've set up your FumeFX Grid. 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. you need a place to coordinate and tweak your simulation parameters. This is where the FumeFX UI floating dialog comes into play. and created some sources to drive your simulation. click HERE. when it comes time to run your simulations (which can take some time when high detail is set). and here is where the Preview Window shines. When you are ready to test your settings. it is here that you'll launch the FumeFX simulation engine to create the visual effects.

it makes tweaking a very interactive process. which ultimately will speed your workflow and output. What's more. To learn more about the FumeFX Preview Window. the FumeFX Preview window lets you see a quick render of the simulated frames as they calculate. 14 . is that once a simulation has finished. click HERE. 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.Printed Documentation Instead of having to wait.

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

when you need it. so check back often. and simpler process. answers to these issues will also be added to this FAQ area. Additionally. fill out an online Product Support Ticket. Inc. The most important goal behind our technical support endeavors is to ensure that you have a good experience with your software.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.here you can get answers from industry veterans who have used FumeFX in production. 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. a new dedicated forum for FumeFX is being set up at www. is pleased to have been chosen as Autodesk Media & Entertainment's partner for the Autodesk Certified Animation Plug-in Program.cgfluids. then feel free to contact our support team at the following online site: Online Web-based Support System: http://www. This online community has been set up specifically to make sure that you get the help you need.) 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. FAQs Within the Turbo Squid website are FAQs for all of the Autodesk Certified Animation Plug-ins.turbosquid. As problems are reported and solved. Turbo Squid will NOT be able to assist you) Hardware configuration (single / dual motherboard. and as part of our commitment to the 3ds Max users and our development partners. Check here for answers to common questions.Printed Documentation Technical Support Information General Technical Support Turbo Squid. If you are having any difficulties with your Autodesk Certified Animation Plug-in products. and in those cases where there are problems. that you have a good experience with Turbo Squid in getting your issues resolved quickly. plug-ins present and observations A *.com .com/Support From this section of our website. amount of RAM. including FumeFX. This will make transfer a much faster. etc. 16 . we are proud to announce that we are offering free email-based technical support for all Autodesk Certified Animation Plug-in tools. so our technical support staff can get you an answer. Online Forums You are also encouraged to visit the Turbo Squid forums to get answers from fellow users and from the developers directly.

When there are new releases or updates to FumeFX. If you do not have it. then you may also choose to call our technical support staff directly so that we can get you up and running quickly. To best keep you informed about new releases and free updates you must be a registered user. 17 . Phone: (504) 525-0990 Please understand this phone line is for Installation support only. If you decide to call.Introduction Installation & Authorization Support If you’re having difficulty installing or authorizing your new Autodesk Certified Animation Plug-in software. be sure that you have your Product Serial Number available. and all other technical and usage support questions will be referred to email or to our support forums for assistance. Autodesk Media & Entertainment and Turbo Squid. our staff won't be able to assist you. you will be informed by your authorized reseller and through direct contact from Sitni Sati. Other Options Sitni Sati will continue to enhance FumeFX as part of the Autodesk Certified Animation Plug-in program.

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select FumeFX -> FumeFX. The FumeFX Grid NOTE: No simulation will take place outside of this volume. 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. simply go to the Create Command Panel and from the Geometry dropdown menu. so be careful how big or small you set your initial grid. Once selected. 19 . This entire. like any other object inside of 3ds Max.Reference The FumeFX Grid The heart of FumeFX resides within its simulation engine. Whatever size volume you define when you drag out the FumeFX grid will act as a set of boundaries for the simulation. quite sophisticated system is built around a very simple object called the FumeFX Grid. When done. you'll get a yellow rectangular wireframe box like the one shown below. In order to create a FumeFX grid in your scene. simply drag out the new volume in any viewport.

and each one is designed to contain data pertaining to the simulation within them. The volume within the FumeFX container is automatically sub-divided into a set of equal sized rectangular "cells". you will get unpredictable results if your scenes are microscopic or gigantic in scale. 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. It is important to realize that within the Grid is a set of voxels (Volumetric Pixels). the longer the amount of time it will take to run the simulation and the larger the amount of storage it will require. and also serves as a starting point for your interaction with 20 . users can visualize this grid at any time to get a better idea of how much detail their simulation will have.the precision and accuracy of the simulation would not be to the correct scale of the desired result. something to consider is the scale of your scene. you'll be presented with the controls and rollouts necessary to access the power within FumeFX.Printed Documentation Since FumeFX is based on real-world computational fluid dynamics. Imagine a matchstick simulation where the geometry is over a mile long in real-world unit . Just like other simulation engines. so be sure to watch the scale of your scenes. and the density of this volume can be manipulated to get higher or lower precision within the same space. stacked on top of one another. Since artists are visual by nature. then its time to go to the Modify Command Panel. With the FumeFX Grid selected. Once you've gotten your FumeFX Grid placed within your 3ds Max viewports. See the System Requirement explanation in the Overview to help you determine your storage requirements.

If you open it during simulation you may have to wait until the current frame is calculated for the window to refresh. NOTE: You can also access the FumeFX rollouts in the Create Command Panel during the initial creation of any FumeFX Grdi object. or the FumeFX Status Window. which lets you quickly configure local or global parameters. About FumeFX .This button opens the Preferences dialog box. FumeFX UI/Floater . You can also reauthorize the plug-in. one difference is that in the Modify panel. It contains two rollouts: General Parameters and Viewport. 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.Selecting this button opens the output Preview Window. or see if there is any news by clicking on the “Search for updates” button. Preferences . Simulation Area Group of Controls 21 .This button opens the main part of the FumeFX user interface – the FumeFX UI floating window.Reference FumeFX. You can open the Preview Window at any time from this toolbar. edit your preferences. you can use these rollouts as long as the object remains your current selection. This group of controls is also available in the Floater Window. the FumeFX Floater. or control the way that your simulation appears in the 3ds Max viewports. modify parameters of the FumeFX Grid. From these rollouts you can access other parts of the interface. Preview . General Parameters Rollout The General Parameters rollout contains the parameters of your simulation area and the overall grid size.Selecting this icon opens a dialog box that displays your FumeFX version and plug-in ID.

NOTE: If there is a source that does not emit any matter.1 and 0.This value acts as a multiplier for the individual threshold values of each channel.When the Adaptive option is enabled. and you want FumeFX to enlarge grid accordingly to the wind strength.01. but just produces wind. The larger the number.These three values set the volumetric dimensions of the FumeFX Grid. The chosen value defines voxel size. your simulation will not appear in the 3ds Max viewports. in FumeFX units (Smoke.The large Enable Display button toggles the viewport display on or off. You can also access these controls under the General tab of the FumeFX UI floating dialog. Channel/Threshold Group of Controls 22 . Length.This parameter directly affects the detail level in your simulation. FumeFX will continue displaying its data in the viewport even if the FumeFX object is not selected. For each channel. which produces greater detail. or world units (Velocities and Forces). this parameter defines the boundary’s sensitivity to the production of smoke/fuel/fire. it is sometimes helpful to view the simulation in the viewports. Type in or use the spinner to set the spacing of the voxel-based grid. The FumeFX Preview Window is intended to give you the most accurate representation of what your simulation will look like after rendering. Viewport Rollout By default. If this button is selected. the tighter the adaptive box. for scene layout purposes. Adaptive . Fire and Fuel). In the Viewport rollout.While enabled. Sensitivity . Spacing .Use the spinner to set the level of detail. Leave this value between 0. Next to this. you can enable and adjust this viewport display. Width. the corresponding threshold spinner sets the minimum value that will be displayed. Height . Threshold Scale . thereby establishing the boundaries for simulation within the scene. It is highly recommended to leave this enabled because it reduces simulation time and file size.Printed Documentation In this rollout you will also find a group of controls for FumeFX grid dimensions and detail. smaller voxel size allows for more voxels in simulation. there is a small checkbox marked with a plus sign. However. the viewport will display every nth voxel across all 3 axes. Enable Display . the grid will expand and shrink with the movement or absence of fluid to use only the necessary portion of the overall grid space. set the Sensitivity value to zero. Display Optimize Group of Controls Reduce .

Scale Multiplier Group of Controls The Force and Velocity vectors can be scaled for an exaggerated or disparaged display. Velocities . Smoke . only the channels used in the simulation can be displayed. Of course.Shows Forces (in case FumeFX is bound to any). channels that are not present in the output file cannot be displayed in the viewport. adjust the corresponding Threshold spinners to set the minimum values for display.Shows Smoke.Reference In FumeFX. This group of controls will let you mix varying intensities of these channels in the viewport display. Temperature .Shows unburned Fuel. Fire . Turbulence . If a simulation is in progress. Select the Channels that you want to display.For the display of temperature you can set Min. you are able to select which channels are exported to the output file for rendering. Forces . Fuel . and Max.Shows Turbulence as created through the Simulation controls. Show Slice Group of Controls 23 .Shows reacting Fuel. Then. values with a linear 2-color gradient in between.Shows Velocities.

24 .Once the Show Slice checkbox is on and a slice plane is set.Printed Documentation Show Slice checkbox . or XZ). adjust the Position and Thickness spinners to determine the exact location shown. XY plane .Shows the grid on all sides that appear "inside" the current view. None . Grid checkbox: Selecting this will show a voxel grid on the slice and turn off the FumeFX grid display on the sides. select from three axes pairs in local space (XY. Automatic .If you enable this checkbox. use this spinner to move the slice plane along the FumeFX Grid volume to see the voxels within the grid.No grid shown. then. To do this.Shows the grid on the bottom of the FumeFX simulation. Numerical Values: This option will write out the contents of each voxel cell with 2-digit precision. Thickness . 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. you can view the fluid values on an intersection of the grid with a specified 2D plane. Position . use this spinner to determine how many cells within the volume are shown as part of the current slice. YZ.Once the Show Slice checkbox is on and a slice plane is set. This can be handy when you want to see what cells within your simulation contain and the values associated with the voxels.

so be careful how big or small you set your initial grid. simply go to the Create Command Panel and from the Geometry dropdown menu. quite sophisticated system is built around a very simple object called the FumeFX Grid. simply drag out the new volume in any viewport. 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. 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. When done. you'll get a yellow rectangular wireframe box like the one shown below. This entire.Reference The FumeFX Grid The heart of FumeFX resides within its simulation engine. Once selected. The FumeFX Grid NOTE: No simulation will take place outside of this volume. select FumeFX -> FumeFX. like any other object inside of 3ds Max. 25 .

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 Controls
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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 boundary’s 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 Rollout
By 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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Shows Turbulence as created through the Simulation controls.Shows Forces (in case FumeFX is bound to any). Show Slice Group of Controls 29 . Forces . values with a linear 2-color gradient in between.Shows Velocities. Velocities . only the channels used in the simulation can be displayed. Then. Fuel .Reference In FumeFX. adjust the corresponding Threshold spinners to set the minimum values for display. Of course.Shows unburned Fuel. Fire . Scale Multiplier Group of Controls The Force and Velocity vectors can be scaled for an exaggerated or disparaged display. This group of controls will let you mix varying intensities of these channels in the viewport display. Select the Channels that you want to display.Shows reacting Fuel.Shows Smoke. Temperature . If a simulation is in progress. Turbulence . and Max. Smoke .For the display of temperature you can set Min. you are able to select which channels are exported to the output file for rendering. channels that are not present in the output file cannot be displayed in the viewport.

Printed Documentation Show Slice checkbox . Automatic .No grid shown.If you enable this checkbox. YZ. 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. adjust the Position and Thickness spinners to determine the exact location shown. Position . Thickness . XY plane . use this spinner to move the slice plane along the FumeFX Grid volume to see the voxels within the grid.Once the Show Slice checkbox is on and a slice plane is set. 30 . select from three axes pairs in local space (XY. you can view the fluid values on an intersection of the grid with a specified 2D plane. then. None . To do this. these dimensions can be projected to one or more sides of the grid.Shows the grid on all sides that appear "inside" the current view. Voxel Grid Group of Controls Checking this option enables you to see the dimensions of voxels used in the simulation. use this spinner to determine how many cells within the volume are shown as part of the current slice. This can be handy when you want to see what cells within your simulation contain and the values associated with the voxels. or XZ).Once the Show Slice checkbox is on and a slice plane is set.Shows the grid on the bottom of the FumeFX simulation.

and saving the simulation. You can then move.fxd). prompting you to select it. For additional information on options that affect your simulation. just calculate a single step of the simulation. From here. the term “Floater” refers to this window. floating dialog box that contains a wide range of controls. Start Simulation with Loaded Initial State . These toolbar buttons include actions such as starting. It is a modeless. The FumeFX UI Floating Dialog The toolbar that stretches across the top of the FumeFX UI dialog specifically involves simulations and the Preview Window. which are logically organized into a toolbar and five tabbed panels. click on the 3ds Max Modify icon. stopping. or minimize the Floater according to your preference.This button starts the simulation from a snapshot – a selected frame of the simulation. Preview . If it hasn't been selected yet. select the FumeFX UI button to toggle it open.Reference FumeFX UI Dialog FumeFX UI Overview The FumeFX Floater Window is your main command center for creating and controlling effects with this plug-in. Preferences and Help duplicate the actions available through the Modify Panel toolbar buttons. The file can be selected from the Floater Menu > File > Load initial state. whose initial conditions were previously saved to a simulation file (. Note that. within this User Reference. 31 . a file selection dialog box will open. or perhaps. and then.fdc) or output file (. File and Preview offer commands that deal with simulation and the preview window. There are four drop-down menus along the top edge of this window. for example. see the Snapshot section in FumeFX Preferences. you might choose to play your results straight through.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. re-size. To access this window: select a FumeFX object in your scene.

After selecting one. or 1. only the settings for the currently selected one will be saved. rather than the full range. right-click for a pop-up list of available snapshots to continue from. you will be able to select Show same grid settings only. Click and drag within any panel to pan up and down. Illumination and Obj/Src.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. and Illumination tabs. 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. Save settings . an open Preview Window will show the most recently calculated frame.This opens a list of saved presets. which will limit the selection range to matching files. The settings are saved to a file with your choice of file name. You can also Continue from any snapshots that you have specified in the Snapshot options under Preferences. Simulation.3 or 10 frames.Selecting this button will calculate only a selected interval. for example C:\Max9\AfterWorks\FumeFX\. You can also continue from output files. 3 or 10 seconds. another option is to Continue from the current frame output. FumeFX can continue from any frame that has already been calculated. Calculate Interval . 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. however. although you may have adjusted settings for various shaders. Clicking them will open the appropriate parameter groups and allow you to dive into the details of setting up and tweaking your FumeFX simulations. Rendering. since pressure is not saved in output files (. FumeFX floating dialog panels Just below the Floater Window Toolbar you will find a series of five tabs: General. This is essentially a continue button. Throughout this simulation. you will be prompted to choose which parameter groups (corresponding to FumeFX floater rollouts) to load. and the extension . If snapshots were created with different grid parameters. Rendering. Continue . of the simulation. this file is saved in the folder where FumeFX is installed. 32 . So. These tabs correspond to the main control panels for FumeFX simulations. TIP: You can also use CTRL + click to toggle multiple tabs on/off. Load settings .Printed Documentation Start .Use this tool button to save all parameter settings from the General. Simulation. Notice that.fxp. This difference will be evident in explosion effects. Intervals start from the last calculated frame and can be set to 1. a slight difference will be introduced into the following frames. so click the Start button if you want to use intervals from the beginning. provided that the velocity channel was exported. the position of the 3ds Max time slider indicates this continuing point.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).fxd). Use the right mouse button to select the interval duration.

Reference General Simulation Rendering Illumination Objects/Sources 33 .

The larger the number. set the Sensitivity value to zero. The chosen value defines voxel size. In other words. but just produces wind.01. You will use this panel to control details such as size. output paths. Height . smaller voxel size allows for more voxels in simulation. this rollout defines the parameters of the FumeFX Grid. Length. Sensitivity . Leave this value between 0.Printed Documentation General This panel involves the essential settings for FumeFX simulations. which produces greater detail. If there is a source that does not emit any matter. Type in or use the spinner to set the spacing of the voxel-based grid.This parameter directly affects the detail level in your simulation. and playback options. Spacing . and you want FumeFX to enlarge grid accordingly to the wind strength. This group of controls is also available in the FumeFX Modify Panel. Adaptive . General Parameters Rollout The General Parameters rollout affects the basic parameters of your simulation area. the tighter the adaptive box. Width.These three values set the volumetric dimensions of the FumeFX Grid. this parameter defines the boundary’s sensitivity to the production of smoke/fuel/fire.When the Adaptive option is enabled. It is highly recommended to leave this enabled because it reduces simulation time and file size.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. thereby establishing the boundaries for simulation within the scene. detail level.1 and 0. Output Rollout 34 . frame range. This is also where you can enable and edit MAXScripting.

Viewport Update . For your reference. You can change these selections in the dialog box that is opened by the Set button. End Frame .Select the first frame of the simulation. and the other shows available channels that are currently excluded from export.This lists the channels to be written to the output files. As can be seen above.FumeFX will display current simulation results every nth frame. one list shows channels to be exported.Reference Range Group of Controls: Start Frame . This dialog functions much like 3ds Max's exclude dialog box. 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. an updated maximum output file size is calculated (assuming that whole grid volume is used). 35 . Exporting Channels . If this value is 0.Select the last frame of the simulation. select a channel. Channels marked with * are required for rendering with current shader and FusionWorks settings. the viewport will not be updated during simulation.

End Frame . then backward. first forward. no behavior information is selected. If it is shorter than the number of all computed frames. the output will start playing from the 5th computed frame of the simulation (the first 4 will be skipped).This holds the last frame of the segment. but it can be changed by selecting the “…” button. This path is automatically generated when you create a FumeFX object. Playback Rollout Playback Range Group of Controls: Play From . PingPong . For example.This value is an output files offset. 3ds Max Script Rollout 36 . all the remaining frames will be skipped.Printed Documentation Output Path . Play To .This repeats the segment.FumeFX will not play output until 3ds Max’s frame number reaches this value. Start Frame . Start Frame .This holds the first frame of the segment.This value defines output files end frame. Use this to synchronize a FumeFX segment within a 3ds Max animation. Click on the button to choose from the following list of types: None . Any set of output frames that are clipped with Play From and Play To define a segment.If this is chosen.This repeats the segment. Out-of-Range Types Group of Controls: These settings define the behavior of the animation before and after the segment. if you set it to 5. Cycle .This is the path where all outputs for the simulation will be stored (output files. and illumination maps). snapshots.

or after loading the output. or add or diminish fire or smoke. You can use MaxScripting to add forces to the simulation. The Edit Script button will open the MAXScript editor. you can write a script that will execute either during the simulation.Reference If you select the Use checkbox. or even alter the whole simulation process. Refer to the MAXScript section of this manual for more information. 37 .

Use this to set the maximum possible amount of iterations that the solver should complete. Quality . each frame can be divided in two or more simulation steps.The Conjugate Gradient solver calculates the results of your simulation. sources or forces). or fast sources/objects). Simulation Steps .If the simulation becomes unstable due to very fast flows (objects. but means more computation and slower simulation performance. The CG solver does not need many iterations to achieve good results (10-15 for small grids. This is sometimes necessary. 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. The solver will automatically stop when it reaches an acceptable level of accuracy. however the architecture has been designed to incorporate other solvers as they are developed in the future. for example. Higher quality increases realism. Note that this will increase simulation times.Printed Documentation Simulation As the name would indicate. 100 for bigger grids. 38 . this is the panel you use to regulate the parameters of your simulation. it is advisable to increase quality for fast moving objects. Maximum Iterations . For now this is the only solver that comes with FumeFX.This defines simulation realism. Simulation Rollout Simulation Group of Controls Solver .

This parameter is very useful for coarse grids. Frames . Buoyancy . Detail . When you increase grid detail then the need for vorticity is lowered. TIP: For smoke with many small curls you may want to decrease this number to 0. Higher vorticity will increase the number and strength of small vortices in the fluid. Blocking Sides Group of Controls 39 . Velocity Damping . X/Y/Z Turbulence .Add artificial disturbance to smoke and fire on each axis separately or on all together.This gradually slows down the speed of flow. of course. set a higher value to increase speed. Set to a value greater than one if you do not see enough detail. since the simulation itself will result in more detail. simulating internal friction. Less frames means faster turbulence.Set the scale for Noise.This value defines how much the fluids will rise in correspondence with the temperature.The lower this stride is. Vorticity . System Group of Controls Gravity . you will have to increase the simulation steps as well to preserve stability and continuity. Time Scale . The Turbulence Noise Group offers further modification. you will want to check this option.If you need maximum quality. slow down the simulation. Turbulence Noise Group of Controls Scale .Add artificial disturbance to smoke and fire.5x). If you accelerate time by some significant amount (>1.1 or less.This value functions as a measure of speed for each phase change. Cubic interpolation . note that you can animate this parameter. This will.Detail is equivalent to fractal noise levels. the less dissipation of velocity and smoke will happen. where simulations lack detail. as controlled by the following parameter group.Reference Advection Stride . in world units. If you set it to 0. Simulation times will rise considerably. It is a more or less inverse proportion to simulation time. the simulation comes to a halt. Also.Use this to speed up or slow down the passage of time during simulation. based on the smoke’s density value. but less dissipation will occur and more swirls will be created. Note that this affects smoke. Turbulence amounts .This value defines gravity strength.

or two blocking sides. if you set the Z-axis to "+Z" then top of the grid will act as a ceiling. the top of the grid will act as open space. Fuel Creates Smoke checkbox .If you enable this option. Excessive expansion can create extreme velocities and cause simulation times to increase significantly. Fuel Rollout Select the Simulate Fuel checkbox to include it in the simulation. adjust it with the following parameters: Ignition Temperature . expressed as fraction.This is the maximum variation allowed in the burn rate. temperature in the grid will increase. it is created on the source. than this value. Burn Rate Variation . causing fluid to rise faster (due to the buoyancy parameter). one.Printed Documentation On each grid axis. Heat production .The percentage of fuel in each voxel that is burned with each frame.This determines the rate of temperature increase per burned fuel. Smoke Density . Expansion . For example. smoke will be created on the surface of the flame. you can choose to have zero. Smoke Rollout 40 . letting smoke exit freely. usually. Heat production and Expansion depend on the amount of burned fuel.This amount of smoke density is added to the voxel when fuel approaches zero.This determines the rate of pressure increase per burned fuel. With high heat production. or greater.Fuel will burn in each voxel with a temperature equal to. Then. If you set it back to none. Burn Rate .

Consequently. it will fade according to the Dissipation Strength amount. Restricting computations to a certain volume helps keep the adaptive grid as tight as possible. Dissipation Min. if so. Then. adjust it with the following parameters. if you are simulating burning fuel.This value sets the rate of temperature diffusion.The higher this value. Dissipation Min. and. Temp . This parameter is expressed as percentage of voxel value that will be lost. 41 . you might need to increase the Heat Production value. Dissipation Strength . the more rapidly temperature will diminish. it will fade according to the Dissipation Strength amount. improves simulation speed. in turn. to help fire propagation. which are analogous to Smoke.Set the rate of smoke diffusion.If temperature goes below this value. Diffusion . which. At very high values. These two parameters are useful if you want to constrain smoke to a smaller volume. Adjust it with the following parameters. FumeFX burns unreacted fuel based on Ignition Temperature. the more rapidly smoke will diminish.Reference Select the Simulate Smoke checkbox to include it in the simulation. This may be most helpful in situations where temperature is invisible and can be clipped. Dens . Dissipation Strength .If smoke density goes below this value. Temperature Rollout Select the Simulate Temperature checkbox to include it in the simulation. Temperature Diffusion is the only way to realistically spread the temperature across volume and thus. the fuel may stop burning. temperature inside the grid can drop dramatically.The higher this value. Diffusion .

Step Size In Fire % . you don’t need to go very low for uniform and transparent smoke as there’s no detail in it.This setting affects rendering quality. But. Effects Channel .This effects channel is used if you want to apply Rendering Effects to FumeFX fluid. but with a finer step size you will gain soft. This will affect each pixel that contains FumeFX rendered volume unless another compatible volumetric is occluding it. more steps will be needed for shading to achieve a high quality output.Printed Documentation Rendering Rendering FumeFX Rendering is controlled by the parameters in this panel of the Floater Window.This specifically affects the rendering quality in fire. see the FusionWorks Renderer section of this reference. Due to the nature of fire. or set separately if you need more accuracy in rendering fire. With a high step size you might get noise-like effects. 42 . Jittering % . You might want to use lower values in connection with Fluid Mapping usage. With smaller values. Rendering Parameters Rollout Rendering Group of Controls Step Size % . It can be linked to the default step size. For information on how to blend FumeFX results with other effects. for example.This parameter adds spatial randomness to the sampling. blurred smoke. you will need a smaller step size for fire than for smoke. The selected value defines a ray marching stride based on a percentage of the voxel size.

In such instances. this default action may make the Fire and Smoke near those objects appear coarse or aliased. Volume Shading Group of Controls FumeFX supports specific shaders to render the visual data obtained through simulation. This is intended to improve the visual output of the rendering. Shader . FumeFX assumes that all objects affecting simulation will remain visible in the rendering. Strength .By default. Currently. if you choose to render without those objects. so it alters the Fire and Smoke values accordingly before saving. Post Load Group of Controls Soften Edges Near Objects . When either of these shaders is chosen. a set of rollouts specific to the shader are displayed for manipulation. however.Choose an available shader from this dropdown list. click on the links below. To learn more on how these Volume Shaders function.This selection defines the method that will be used to attenuate smoke and/or fire near the edges of the simulation area. FumeFX offers two choices: Standard and Channel Data. Standard Shader Channel Data Shader 43 .This adjusts the strength of falloff. enabling this Soften Edges option will help to soften these edges.Reference Container Edges Group of Controls Falloff Type . You can adjust the parameters of a shader to control the rendered appearance of your fiery effects.

Refer to the AFC and Gradient Control section of this reference for additional details on this feature. For example. Refer to AFC and Gradient Control section of this reference for additional details on this feature. the intensity. then smoke will not be considered in that voxel during rendering. if enabled. Rightclick the swatch to switch between Key Mode (constant color) or Keyless Mode (gradient). by adjusting the curve. from left to right along an X-axis. IMPORTANT: Note that Fire is the primary FumeFX channel in the sense that. Fire Rollout This rollout is where you can adjust the opacity and color settings for the Fire Channel. left-click the swatch to edit the gradient. Opacity – AFC . set by the spinner. coincides with an increase from minimum to maximum amount of unburned fuel.Use this option to adjust opacity of the fire. Color – Spinner .Type in or use the spinner to select an opacity multiplier value for fire.Type in or use the spinner to select a color multiplier value. you could use these options to boost the fire’s opacity. you can pronounce the fire’s edges and produce a dimmer core. if you wanted to obscure the appearance of objects behind the fire. This color gradient corresponds to the amount of fuel still left to burn. For example. The gradient.Printed Documentation Standard Shader The Standard Shader is the default shader for FumeFX. is used to modulate fire opacity. if enabled. When you select the Standard as the Volume Shading option. If this AFC is disabled. If you select Key Mode. if any given voxel in the fluid contains fire. left-click to edit. the amount of unburned fuel will determine the level of opacity. Right-click the AFC button to Enable/Disable. 44 . you will be shown three rollouts that will control the parameters of your effect: Fire. Smoke and Fuel. Opacity – Spinner .Fire can be set to either a single color or a color gradient. Color – Swatch/Gradient . This has no effect on opacity or global illumination.

The World/Object Coordinates option is excellent for still images.This adjusts the overall alpha channel of fire. Map Source . consequently. for example. Alpha Multiplier . it requires more memory and slows down simulation (though not significantly). two fluid mapping types are provided. fR GI multiplier . Since this map will have to be evaluated at each pixel. Use only 3D procedural maps for texturing a fluid. expect slower rendering times.Click on the button to choose a map from the Material/Map Browser. A drawback of Fluid Mapping is that it has to be computed during the simulation. Click this button to enable/disable Fluid Mapping.This option works with finalRender to adjust the fire’s global illumination intensity. Smoke Rollout In this rollout you can adjust the opacity and color of the Smoke Channel. from left to right along an X-axis. Map .Reference In the AFC. to darken the objects behind the fire.When there is a need for additional subtle details in the rendered output. You can use it. It requires neither computation nor memory during the simulation. or World/Object Coordinates. 45 . the level of opacity. Fluid Mapping is good for animations since the viewer will get an impression of small details from a procedural map following the flow. corresponds to an increase from minimum to maximum fuel.

If you select Key mode. Map Source . Since this map will have to be evaluated at each pixel..Printed Documentation Min. fR GI multiplier . Ambient Color . Receive Shadows . Density value. consequently. it affects visibility into the smoke. 46 .This option works with finalRender to adjust the smoke’s global illumination intensity. It requires neither computation nor memory during the simulation. if it is above Max. Use the spinner to set this value.This controls the rate of light drop-off inside the smoke from the camera’s view. Right-click the swatch to switch between Key Mode (constant color) or Keyless Mode (gradient).This controls the rate of light drop-off inside the smoke for shadows. Click this button to enable/disable Fluid Mapping. Opacity AFC . and. Shadow Falloff . if Cast Shadows is on. The World/Object Coordinates option is excellent for still images. Right-click it to Enable/Disable. This gradient is dependent on smoke density. The position on the gradient depends on the level of smoke density. Use only 3D procedural maps for texturing a fluid. Map . Cast Shadows . If smoke density is below the Min. it will have the color that corresponds to Max. Refer to AFC and Gradient Control section of this reference for additional details on this feature. if Receive Shadows is on. it controls how far shadows will extend into the smoke. Density and Max. When Opacity AFC is disabled. expect slower rendering times. A drawback of Fluid Mapping is that it has to be computed during the simulation. that it only affects smoke Opacity – Spinner . the intensity of the smoke gradient is used to modulate smoke opacity. Note. Density . A higher value creates the impression of thicker smoke.If on. Fluid Mapping is good for animations since the viewer will get an impression of small details from a procedural map that follows the flow.Click on the button to choose a map from the Material/Map Browser.e.These parameters define the limits for the Smoke Channel’s Color Gradient and Opacity AFC. smoke will receive shadows created by surrounding geometry and.This value affects the intensity of opacity that smoke will have in rendering. from itself.When there is a need for additional subtle details in the rendered output. i. i. Density. left-click to edit the gradient. Density. i. Within FumeFX you can use this shader option instead.. two fluid mapping types are provided. left-click the swatch to edit the gradient. it will not be visible. though.Ambient Color in the 3ds Max Environment Panel does not affect FumeFX. smoke will cast shadows on the surrounding geometry and.e. a linear progression from left to right reflects a relative progression from minimum to maximum density. it requires more memory and slows down simulation (though not significantly). Visual Falloff . Color Gradient ..e. or World/Object Coordinates.Use this option to adjust opacity of the smoke in proportion with the amount of unburned fuel.If on.Smoke color can be set to a solid color or to a gradient. onto itself.

and is multiplied by this parameter.Reference Fuel Rollout Color . Opacity .Fuel opacity depends on the amount of fuel still left to burn. from itself. smoke will cast shadows on the surrounding geometry and. fR GI multiplier . Cast Shadows .Fuel can only be a solid color. if Cast Shadows is on.If on.This option works with finalRender to adjust the global illumination intensity of fuel. Visual Falloff . smoke will receive shadows created by surrounding geometry and.This value controls how far light can penetrate into fuel. 47 . if Receive Shadows is on.If on. onto itself. Receive Shadows .

that it only affects smoke. left-click to edit. If the required channel was not exported during simulation. an X-axis. In the case that this happens. Ambient Color . The gradient depends on the chosen data value.fxd output file.Printed Documentation Channel Data Shader Through a unified user interface. Value. Opacity AFC . you will need to run the simulation again. Temperature. In the gradient. the Channel Data Shader is capable of shading any channel data that is present within the . In the AFC. Right-click to Enable/Disable. you will not be able to use it. or Velocity. choose between Fuel. it will have the color that corresponds to the Max. Color Gradient . 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. Value and Max. Value. Note. When Opacity AFC is disabled. the medium will not be visible. if it is above the Max.Ambient Color in the 3ds Max Environment Panel does not affect FumeFX. If the data value is below the Min. Fire. Channel Data Rollout Channel .Use this option to adjust opacity of the chosen channel’s data.Here. Within FumeFX you can use this shader option instead. from left to right.These parameters define the limits for Color Gradient and Opacity AFC. Value . Smoke. though. Min. represents the progression from minimum to maximum value. 48 . making sure to export the appropriate channel. the intensity of the Color Gradient is used to modulate opacity. Value.It can be set to a solid color or a gradient.

If on. Shadow Falloff . as well. it requires more memory and slows down simulation (though not significantly). from itself. Visual Falloff . The World/Object Coordinates option is excellent for still images.Click on the button to choose a map from the Material/Map Browser. as well. two fluid mapping types are provided. Use only 3D procedural maps for texturing a fluid. expect slower rendering times.This value controls the rate of light drop-off inside the medium for shadows. fR GI multiplier . Receive Shadows checkbox . if Cast Shadows is on. A higher value creates the impression of a thicker medium. the medium will cast shadows onto surrounding geometry and. or World/Object Coordinates. Since this map will have to be evaluated at each pixel. Map . 49 . Click this button to enable/disable Fluid Mapping. if Receive Shadows is on. It requires neither computation nor memory during the simulation.This option works with finalRender to adjust smoke’s global illumination intensity. A drawback of Fluid Mapping is that it has to be computed during the simulation.This value controls the rate of light drop-off inside the medium. consequently.When there is a need for additional subtle details in the rendered output. Fluid Mapping is good for animations since the viewer will get an impression of small details from a procedural map that follows the flow. Cast Shadows checkbox .If on. onto itself. the medium will receive shadows created by surrounding geometry and.Reference Map Source .

Shadows . Illumination Parameters Rollout Lights . 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. To select multiple lights from a scene. Lights that are not present on this list will not illuminate FumeFX. Area Shadows do NOT work with FumeFX. hold the <CTRL> key while clicking on your selections. Shadows are traced through FumeFX volume along the light ray using the selected step size. nor will FumeFX use them to cast shadows. 50 .Printed Documentation Illumination You can illuminate FumeFX output with standard 3ds Max lights and/or by using the FumeFX Fire Channel.If you want to use shadows.Use the Pick and Remove buttons to add/remove any lights you wish to use to illuminate FumeFX. Click the Illumination tab of the FumeFX Floater Window to access illumination controls. FumeFX shadow casting can also be disabled through Object Properties > General > Rendering Control > Cast Shadows checkbox. And. NOTE: A few notes about FumeFX and Shadows: Shadow support is dependent on the shader.

This will not reduce the illumination map file size and will have no effect if the illumination map is loaded from disk. It does not influence shadows cast by FumeFX on other objects. So long as you do not notice rendering artifacts. with a random offset whose maximum is set by this parameter.This is a convenient way to affect all lights at once. but with the extension . you can set this value as high as you like. the illumination map is saved to disk as illumination is pre-computed for each frame. Note that if you rename FumeFX object. but rather. This data will be saved to the folder you have selected for output and will overwrite any existing file of the same name. Once the illumination map has been calculated and cached to a disk. Transparency for a volume of smoke is not taken precisely along the ray that is being traced. cache will become unusable. 2 creates twice the illumination.To speed up the illumination map calculation. While this option is selected. the map cache is automatically used for subsequent renderings. Caching of illumination maps to disk is an option that will accelerate subsequent renderings. A progress window will pop up if creation takes longer than a second. Illumination Map Group of Controls To accelerate rendering. Jittering .fim. the rendering process will be much slower. The Illumination Map filename is a combination of an output filename and name of the FumeFX scene object. 75% is good for most uses. In the latter case.Reference Step Size . This means it would only have to process 1/8 of the total number of voxels.50%) to be effective. Cache files are named just like simulation output files. Multiplier . Other voxels will only be evaluated if the difference in neighboring voxels’ illumination is greater than the Threshold parameter value. except when attempting an effective use of Jittering. FumeFX uses an illumination map.If you turn this checkbox off. which is a per-voxel. before any actual rendering takes place. for transparent smoke you may use up to 300%.This value is a percentage of voxel size. It is created at rendering time. It can help to reduce possible artifacts and/or soften shadows. The saved map is unaffected by the Multiplier parameter. It has to be combined with small Step Size (5% . only the frames that have been simulated will be invalidated. It is provided for the rare cases in which you need extreme accuracy of the shadows received by FumeFX. You invalidate a cache by deleting it or starting the simulation again. you can instruct FumeFX to evaluate every 2nd voxel over each axis. The only exception to this is that the cache map will not be used if the grid dimensions have been changed. Cache Map To Disk . Less than 25% should never be needed. regardless of any changes to light settings. A value of 0 creates no illumination. you can tweak its intensity through this parameter without having to recalculate. Illumination Map .During rendering. etc. Undersample/Threshold . pre-computed light map that includes shadows.This value is a percentage of voxel size. 51 .

This sets Smoke illumination strength. Smoke Strength . or fire itself. The higher the maximum depth parameter is. light that affects fire and smoke can come from two different sources: external lights. In FumeFX. Use smaller numbers to evenly illuminate smoke. so you may sometimes need to decrease strength.This sets Fire illumination strength. simulation and scene size. It is usually calculated much faster than an illumination map and cannot be cached.This parameter sets the level of simplification for fire as an illumination source. the faster is will be computed. Decrease this value if you need more accuracy – for example. Fire Strength . These two sources have separate strength multipliers and a common falloff multiplier. Multiple Scattering Group of Controls Multiple scattering is a fast imitation of light dispersion in smoke. 52 . NOTE: Values for this parameter are not normalized. Falloff .Printed Documentation Clear Cache . they can be very big or small numbers. depending on shader settings. Select to enable/disable.Select this to delete all cache files with names corresponding to current output file names. Decreasing falloff substantially will also increase the total amount of light in the smoke. Maximum Depth . if you notice sudden illumination changes in some areas. You will have to experiment a little bit to balance falloff with overall light.This value sets the rate for Falloff of the scattered light through the medium. which controls how much light is dispersed to surrounding smoke and fuel.

or Object Source). which will increase the force of its push on the fluid.Reference Objects. any movement it makes through the fluid will displace the fluid. tab in the FumeFX Floater Window. or. Sources and Warps Objects. These problems will be more pronounced if you have set the number of solver steps too low. the simulation may become inaccurate. you can increase the number of Simulation Steps in Simulation tab. Any geometry that can be converted to mesh can be used as an object that affects FumeFX fluid. Sources. if the object is just consuming smoke. Sources and Warps Objects. Sources (Simple Source. Or.Use these buttons to add any of the following: Objects (any geometry that can be converted to a mesh). If the object moves too fast. Sources are explained in the section FumeFX Sources of this manual. Then. It may even “eat” any smoke and fire that are on its path. such as Wind or Vortex. you can increase the object’s Speed Multiplier. Others like Bomb 53 . Particle Source. To ease these problems. You can access controls for all three by clicking the Obj/Src. Objects Rollout Pick and Remove . and Warps can all affect FumeFX simulations. the geometry has to be picked so that its speed multiplier and volume type can be set. Note that there is no way that the fluid can affect the object (unless you script the object’s behavior). Forces (forces that can influence Particle Systems. To do this.

you will be presented with an additional rollout to work with depending on the type of node you've chosen. etc.No additional rollout FumeFX Gravity Vector . simply highlight it and hit the remove icon. you will see the exact same controls in there as well. Wind.Object Source Parameters rollout FumeFX Particle Source . 54 .Particle Source Parameters rollout Force (Gravity. an Object (O). or a Force (W .Object Parameters Rollout FumeFX Simple Source . Once selected. Below is a list of the various types of rollouts you can get when adding Objects and Sources to your simulation. just in a different layout. if you select a FumeFX Source within the 3ds Max user interface and go to the Modify Panel.Printed Documentation and Path Follow cannot be used with FumeFX. each is shown in the dialog with a descriptive letter to indicate if it is a Source (S). When you select a node within this dialog. Therefore. Standard Object (geometry) . Vortex.Simple Source Parameters rollout FumeFX Object Source .for Warp). To remove any of the entries.) .No additional rollout NOTE: It is important to mention that the parameter controls within each of these rollouts within the FumeFX UI are identical to their gizmo counterparts.

The object has no substance. Increase this value if you want the object to push the fluid more forcefully.The Speed Multiplier value changes the speed of an object that is used in computations.Reference Object Parameters Rollout This is a very simple dialog and is presented when the user chooses a standard piece of geometry to be used within the FumeFX simulation. only the Velocity Channel next to its shell will be affected. or decrease if you want the object to have less impact on fluid movement. these nodes are to be used as collision objects that will block and otherwise interact with the FumeFX simulation. SpeedMul .The object has a filled interior. 55 . Object Parameters Rollout Shell . In most cases. Free Flow . Solid .The object has a hollow interior.

Then click and drag in any 3ds Max viewport to create this Source. if you just want to create simple collision objects. it is available in both the Create/Modify Command Panel (by selecting the Simple Source gizmo). as well as here within the FumeFX UI floating dialog. and from the Helpers menu. As mentioned before. select FumeFX -> Simple Src. the following rollout will appear. go to the Create Command Panel.Printed Documentation Simple Source Parameters Rollout This is the basic source type. To create a Simple Source. 56 . it is easier to build Simple Sources into your scene rather than create real geometry and create Object Sources. cylinder or sphere). which assumes a predefined geometric shape (box. When done. Once chosen in the FumeFX UI. you will be presented with a number of options. In many cases.

You can also animate this checkbox.Reference Simple Source Parameters Rollout Active: You can turn this source on/off using this checkbox. Source Group of Controls 57 .

Shell fills only the surface of the source. Type . choose between three basic geometries: Sphere. Fuel.Printed Documentation Shape . the interior is interpreted as a solid object.The type chosen affects how the source volume is treated: Volume fills the entire volume of the source. When you click on it.If you check this. Free Flow checkbox . Type . will behave just like fluid.Here. allowing you to balance and adjust the basic way in which different channels will affect your FumeFX simulation. Solid fills only the surface of the source. so nothing can pass through it. Cube. These parameters work as a kind of mixing board. Temperature and Smoke Groups of Controls Each of these groups has same set of parameters. or Cylinder. or Width. Length. itself. you can set dimensions. such as Radius. the source’s velocity will not interrupt fluid movement in any way.Click the Set button to choose the type of affect that the source will have on that channel. and Height.Depending on selected Shape. Dimension Parameters . source parameters will still influence channel values. but the source. As a result. you will get the following pop-up menu: 58 .

All parameters can use source controllers as a mask for the value that is set.This defines velocity along the source’s Z-axis (the direction that the source icon’s arrow points to).The buttons to the right of each spinner define the optional Source Controllers for the Velocity parameters.The source adds values to voxel.The source won’t change that channel.Reference Channel is Disabled . or to choose Source from Red Channel. To do this. right-click the Controller icon (square button with a minus sign). Map . Source controller . Source from Blue Channel.The selected value acts as a multiplier of the object’s movement. Add Values to the Voxel . 59 . Refer to Source Controller section of this manual for more information. Radial . Source from Green Channel. Go HERE to learn more about Source Controllers. Velocity Group of Controls Velocity parameters cannot have negative values. Set Values in the Voxel . Click to the button to enable/disable. located next to each spinner. Turbulence Group of Controls Use these parameters to add irregularities to all of the source’s added values. Amount . Source controller . Object’s . Directional .This is the amount that is set or added to each voxel. or Source from Intensity. you can use a procedural 3D texture map as a mask for the value that is set. Go HERE to learn more about Source Controllers.With this option.The source sets value to the voxel.This button has a dash on it and resides next to the Amount Spinner.This defines velocity in all directions.

So. expressed as a number of frames for one turbulence cycle.This value sets the rate of change.This sets the overall amount of irregularities on a scale from 0-1.This value defines noise scale. if source size is 10. Scale . Frames . then Scale should be in the range of 1 to 10. 60 . A good initial value would be in the range of source dimensions.Printed Documentation Amount .

You cannot select particle systems with this source type. In many cases. As mentioned before.Reference Object Source Parameters Rollout The FumeFX Object Source lets the user build any geometry within their scene to be used as a component within their FumeFX simulation. nor can you choose forces. 61 . they will be used to affect other fuel sources within the simulation. NURBS. Once chosen in the FumeFX UI. NOTE: Be aware that this source type only works with geometry. Other times. it is available in both the Create/Modify Command Panel (by selecting the Object Source gizmo). the objects selected within the Object Source gizmo are going to be the ignition source of the fire and smoke. as well as here within the FumeFX UI floating dialog. Patches and Polys are all acceptable. the following rollout will appear. other helpers or non-geometry types.

Click on the Pick icon to choose an object. It cannot operate on 62 . This basically links the geometry to the source icon. the first thing you want to do is select the geometry that will become part of the simulation. which will provide all of the parameters for the simulation.You can turn this source on/off using this checkbox. NOTE: If you have objects that are grouped together in 3ds Max.When you create a FumeFX Object Source.Printed Documentation Object Source Parameters Rollout Active . Pick / Remove . You can also animate this checkbox. when you use the Pick button it will select only one sub-component object from the group.

Reference multiple objects at once.The source won’t change that channel. but the source. source parameters will still influence channel values. Amount . will behave just like fluid. 63 .Use this to modify the size of the icon – the object source’s symbolic representation in the viewport. Map Channel . Go HERE to learn more about Source Controllers. so if you want multiple objects in the FuemFX simulation. map channel can be selected. As a result. Temperature and Smoke Groups of Controls Each of these channels has same set of parameters. the source’s velocity will not interrupt fluid movement in any way.For textures used as masks. you will get the following pop-up menu: Channel is Disabled . When you click on it.The source sets the voxel at a value (v = amount). Source controller . These parameters work as a kind of mixing board. allowing you to balance and adjust the basic way in which different channels will affect your FumeFX simulation. Type . Icon Size . Set Values in the Voxel . you'll need to create Object Sources for each object.This is the amount that is set or added to each voxel. Fuel.This button has a dash on it and resides next to the Amount Spinner.The source adds values to voxel (v + value = amount).Click the Set button to choose the type of affect that the source will have on that channel. itself. Parameters Group of Controls Free Flow . Add Values to the Voxel .If you check this.

64 .To the right of the Velocity spinners is a button with a dash on it. In this way. the map slot below this button will become active and ready for the user to select the map. Velocity Group of Controls Object’s . Extra . or Source from Intensity as shown below. or to choose Source from Red Channel. Source from Blue Channel. you can mask the values that are set.With this option.Printed Documentation Map . Source from Blue Channel.With this option. Source from Green Channel. Once active. you can use a procedural 3D texture map as a mask for the value that is set. NOTE: Velocity parameters cannot have negative values. or to choose Source from Red Channel. Map . This is where you can access the Source Controller options for the velocity parameters. Source from Green Channel. you can use a procedural 3D texture map as a mask for the value that is set. Source controller . or Source from Intensity as shown below. Click the Disabled button to enable/disable. Go HERE to learn more about Source Controllers. Click the Disabled button to enable/disable.Use the spinner to select a multiplier value for the object’s movement. Once active. the map slot below this button will become active and ready for the user to select the map.This value defines velocity in the direction of the object’s normals.

65 .This value sets the speed of change per amount of Frames. Frames .This value defines noise scale. Amount . Scale .Reference Turbulence Group of Controls Use these parameters to add irregularities to all source added values.This sets the overall amount of irregularities on a scale from 0-1.

Printed Documentation

Particle Source Parameters Rollout
The FumeFX Particle Source lets the user create any particle system within their scene to be used as a component within their FumeFX simulation. To create a Particle Source, go to the Create Command Panel, and from the Helpers menu, select FumeFX -> Particle Src. Then click and drag in any 3ds Max viewport to create this Source. When done, you will be presented with a number of options, including which particle system to use as part of the FumeFX simulation. Additionally, AFC controllers make it possible to adjust particle parameters based on particle age. NOTE: Be aware that this source type only works with particle systems. You cannot select geometry with this source type, nor can you choose forces, other helpers or non-geometry types. All of the built-in particle systems as well as cebas' ThinkingParticles 2 are all acceptable systems that work with FumeFX. Once chosen in the FumeFX UI, the following rollout will appear. As mentioned before, it is available in both the Create/Modify Command Panel (by selecting the Particle Source gizmo), as well as here within the FumeFX UI floating dialog.

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Reference

Particle Source Parameters Rollout
Active - You can turn this source on/off using this checkbox. NOTE: You can also animate this checkbox. Pick / Remove - Choose one or more particle systems that you want to use as sources within your FumeFX simulation by clicking on the Pick icon. To remove a particle system from the list, simply highlight it and hit the Remove icon.

Parameters Group of Controls

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Printed Documentation

Icon Size - Use this to modify the size of the icon – the source’s symbolic representation in the viewport. Seed - This value affects the amount of randomization.

Radius Group of Controls

Radius - This defines the particle radius used within the FumeFX simulation. Be aware that this value can be animated over time through the use of the AFC (Animation Flow Curve) Controller. This control not only lets you set a start and end particle radius for use within the simulation, but you can determine how the animation progresses within the AFC dialog. AFC Controller - When active, usse this to control the progression between the two Radius spinner values in proportion with particle age. Refer to the AFC and Gradient Control section of this guide for more information on how to use AFC controls. Var. % - This establishes maximum variation allowed for each particle's radius within the simulation.

Velocity Multiplier Group of Controls

Amount - The selected value acts as a multiplier of the particles' movement. Be aware that this value can be animated over time through the use of the AFC (Animation Flow Curve) Controller. This control not only lets you set a start and end particle velocity multiplier for use within the simulation, but you can determine how the animation progresses within the AFC dialog. AFC Controller - When active, use this to control the progression between the two Amount spinner values in proportion with particle age. Refer to the AFC and Gradient Control section of this guide for more information on how to use AFC controls. Source controller - Use this source controller to create a mask that affects the velocity multiplier for your particles' effect within the FumeFX simulation. This button has a dash on it and resides beneath the Amount Spinner. Go HERE to learn more about Source Controllers. Var % - This establishes maximum variation limits for velocity. 68

When you click on it. Source controller . allowing you to set the values of the Fuel. These parameters work as a kind of mixing board.Reference Fuel.The source won’t change that channel. Smoke and Temperature Channels in your source. This button has a dash on it and resides beneath the Amount Spinner. This control not only lets you set a start and end particle velocity multiplier for use within the simulation. but you can determine how the animation progresses within the AFC dialog.Use this to control the channel’s progression in proportion with particle age. you will get the following pop-up menu: Channel is Disabled . Go HERE to learn more about Source Controllers. Temperature and Smoke Groups of Controls Each of these channels has same set of parameters.The source adds values to voxel (v + value = amount). 69 . One notable feature of Particle Sources is that you can use an AFC (Animated Flow Curve) as a mask. Amount .The source sets the voxel at a value (v = amount). Refer to the AFC and Gradient Control section of this reference for more information. For each AFC. while the Yaxis represents the amount of masking that is taking place.Click the Add button to choose the type of affect that the source will have on that channel.This is the amount that is set or added to each voxel. AFC Controller .Use this source controller to create masks that affects the various aspects of your particles' effect within the FumeFX simulation. Set Values in the Voxel . Type . the X-axis represents a progression of particle age. Add Values to the Voxel . Be aware that this value can be animated over time through the use of the AFC (Animation Flow Curve) Controller.

A source is a helper object that serves as a point of origin. To create a FumeFX Source. or re-size. For example. whichever is in the affected voxel. IMPORTANT: Be aware that the FumeFX simulation treats the source differently than the fluid surrounding it. Sources operate on a per-voxel basis. Smoke. Simple Sources FumeFX Object Sources 70 . This is where your simulation and all of its essential characteristics stem from.Printed Documentation FumeFX Sources Source Basics Smoke and fire effects have to be created somehow and come from somewhere. Negative values in the Fuel Channel will extinguish fuel or fire. An Object Type Rollout will appear. you must check the Free Flow option so that it simply creates smoke without affecting the other aspects of your simulation. the icon can function as the actual source. Each source appears in your scene as an icon. so. Particle Src or GravityVector (each source type is explained further in the following sections). re-name. they can only take effect in the volume that the source itself occupies. which you can move. you can adjust the source’s parameters in order to control the basic output of the Fire. Sources have equivalent user interfaces in both the 3ds Max Create panel and the FumeFX UI floating dialog. This is where FumeFX Sources come into play. Source parameters can also be set to negative values. Depending on the Source type. go to the 3ds Max Create tab > Helpers category and select FumeFX from the drop-down list. Within the 3ds Max Create and Modify Command Panels. Temperature or Velocity Channels. Negative values will not propagate through the grid like normal smoke or fire. Any item that you have chosen to use as a source will take on these parameters. but not to affect the fluid velocity in any way. Object Src. Select the type of source you want and then click in a viewport to create the source. if you want the source to add smoke into the system. or be linked to a particle system or object that will act as the source. prompting you to choose from Simple Src. every voxel that the source touches is defined by the parameters of the source. This may not always be what you want.

Reference FumeFX Particle Sources 71 .

which assumes a predefined geometric shape (box. To create a Simple Source. go to the Create Command Panel. as well as within the FumeFX UI floating dialog. Active . As mentioned before. select FumeFX -> Simple Src. You can also animate this checkbox. cylinder or sphere). if you just want to create simple collision objects. Then click and drag in any 3ds Max viewport to create this Source. and from the Helpers menu. Source Group of Controls 72 . When done. In many cases. it is available in both the Create/Modify Command Panel (by selecting the Simple Source).Printed Documentation FumeFX Simple Source This is the basic source type. it is easier to build Simple Sources into your scene rather than create real geometry and create Object Sources. you will be presented with a number of options. Parameters Rollout This rollout contains the basic parameters for your source.You can turn this source on/off using this checkbox.

and Height. Length. so nothing can pass through it. you will get the following pop-up menu: Channel is Disabled . Temperature and Smoke Groups of Controls Each of these groups has same set of parameters.The source won’t change that channel. 73 .Depending on selected Shape. Solid fills only the surface of the source. Type . but the source.Reference Shape . Cube. will behave just like fluid. source parameters will still influence channel values.Click the Set button to choose the type of affect that the source will have on that channel. choose between three basic geometries: Sphere.The type chosen affects how the source volume is treated: Volume fills the entire volume of the source.The source sets value to the voxel.Here. or Cylinder.If you check this. When you click on it. the interior is interpreted as a solid object. Shell fills only the surface of the source.The source adds values to voxel. allowing you to balance and adjust the basic way in which different channels will affect your FumeFX simulation. itself. Add Values to the Voxel . These parameters work as a kind of mixing board. As a result. you can set dimensions. such as Radius. the source’s velocity will not interrupt fluid movement in any way. Set Values in the Voxel . or Width. Fuel. Free Flow checkbox . Dimension Parameters . Type .

then Scale should be in the range of 1 to 10. Velocity Group of Controls Velocity parameters cannot have negative values. A good initial value would be in the range of source dimensions. So. This is where you can access the Source Controller options for the velocity parameters. 74 . To do this. or Source from Intensity.This value sets the rate of change. Source from Green Channel. Map . located next to each spinner.This button has a dash on it and resides next to the Amount Spinner. Radial .This sets the overall amount of irregularities on a scale from 0-1. Frames . Go HERE to learn more about Source Controllers. you can use a procedural 3D texture map as a mask for the value that is set. right-click the Controller icon (square button with a minus sign). Amount . expressed as a number of frames for one turbulence cycle. Click to the button to enable/disable. Turbulence Group of Controls Use these parameters to add irregularities to all of the source’s added values.This value defines noise scale. Source controller .To the right of the Velocity spinners is a button with a dash on it. Go HERE to learn more about Source Controllers. All parameters can use source controllers as a mask for the value that is set.This defines velocity in all directions. or to choose Source from Red Channel.This defines velocity along the source’s Z-axis (the direction that the source icon’s arrow points to).Printed Documentation Amount . Refer to Source Controller section of this manual for more information.The selected value acts as a multiplier of the object’s movement.With this option. Source from Blue Channel. if source size is 10.This is the amount that is set or added to each voxel. Scale . Directional . Source controller . Object’s .

Reference 75 .

Printed Documentation FumeFX Object Source The FumeFX Object Source lets the user build any geometry within their scene to be used as a component within their FumeFX simulation. all of its controls are available in both the Create/Modify Command Panel (by selecting the Object Source gizmo). Patches and Polys are all acceptable. and from the Helpers menu. To create an Object Source. Other times. You cannot select particle systems with this source type. select FumeFX -> Object Src. the objects selected within the Object Source gizmo are going to be the ignition source of the fire and smoke. 76 . they will be used to affect other fuel sources within the simulation. When done. nor can you choose forces. In many cases. including which geometric object to use as part of the FumeFX simulation. NOTE: Be aware that this source type only works with geometry. Then click and drag in any 3ds Max viewport to create this Source. you will be presented with a number of options. other helpers or non-geometry types. Parameters Rollout This rollout contains the basic parameters for your object source. as well as within the FumeFX UI floating dialog. NURBS. go to the Create Command Panel. As mentioned before.

map channel can be selected. when you use the Pick button it will select only one sub-component object from the group.Use this to modify the size of the icon – the object source’s symbolic representation in the viewport. itself. allowing you to balance and adjust the basic way in which different channels will affect your FumeFX simulation. Fuel. NOTE: If you have objects that are grouped together in 3ds Max.If you check this. 77 . Map Channel . Parameters Group of Controls Free Flow . you'll need to create Object Sources for each object. Click on the Pick icon to choose an object. source parameters will still influence channel values. Temperature and Smoke Groups of Controls Each of these channels has same set of parameters. the source’s velocity will not interrupt fluid movement in any way. which will provide all of the parameters for the simulation. This basically links the geometry to the source icon.When you create a FumeFX Object Source. the first thing you want to do is select the geometry that will become part of the simulation.Reference Active . so if you want multiple objects in the FuemFX simulation. but the source. It cannot operate on multiple objects at once.For textures used as masks. These parameters work as a kind of mixing board.You can turn this source on/off using this checkbox. Icon Size . As a result. will behave just like fluid. Pick / Remove . You can also animate this checkbox.

Printed Documentation Type - Click the Set button to choose the type of affect that the source will have on that channel. When you click on it, you will get the following pop-up menu:

Channel is Disabled - The source won’t change that channel. Add Values to the Voxel - The source adds values to voxel (v + value = amount). Set Values in the Voxel - The source sets the voxel at a value (v = amount). Amount - This is the amount that is set or added to each voxel. Source controller - This button has a dash on it and resides next to the Amount Spinner. Go HERE to learn more about Source Controllers. Map - With this option, you can use a procedural 3D texture map as a mask for the value that is set. Click the Disabled button to enable/disable, or to choose Source from Red Channel, Source from Blue Channel, Source from Green Channel, or Source from Intensity as shown below. Once active, the map slot below this button will become active and ready for the user to select the map.

Velocity Group of Controls

Object’s - Use the spinner to select a multiplier value for the object’s movement. Extra - This value defines velocity in the direction of the object’s normals. NOTE: Velocity parameters cannot have negative values.

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Reference Map - With this option, you can use a procedural 3D texture map as a mask for the value that is set. Click the Disabled button to enable/disable, or to choose Source from Red Channel, Source from Blue Channel, Source from Green Channel, or Source from Intensity as shown below. Once active, the map slot below this button will become active and ready for the user to select the map.

Source controller - To the right of the Velocity spinners is a button with a dash on it. This is where you can access the Source Controller options for the velocity parameters. Go HERE to learn more about Source Controllers.

Turbulence Group of Controls

Use these parameters to add irregularities to all source added values. Amount - This sets the overall amount of irregularities on a scale from 0-1. Scale - This value defines noise scale. Frames - This value sets the speed of change per amount of Frames.

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Printed Documentation

FumeFX Particle Source
The FumeFX Particle Source lets the user create any particle system within their scene to be used as a component within their FumeFX simulation. To create a Particle Source, go to the Create Command Panel, and from the Helpers menu, select FumeFX -> Particle Src. Then click and drag in any 3ds Max viewport to create this Source. When done, you will be presented with a number of options, including which particle system to use as part of the FumeFX simulation. Additionally, AFC controllers make it possible to adjust particle parameters based on particle age. NOTE: Be aware that this source type only works with particle systems. You cannot select geometry with this source type, nor can you choose forces, other helpers or non-geometry types. All of the built-in particle systems as well as cebas' ThinkingParticles 2 are all acceptable systems that work with FumeFX.

Parameters Rollout

This rollout contains the basic parameters for your particle source. As mentioned before, all of its controls are available in both the Create/Modify Command Panel (by selecting the Particle Source gizmo), as well as within the FumeFX UI floating dialog.

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To remove a particle system from the list. Seed . This control not only lets you set a start and end particle radius for use within the simulation.When active.Reference Active . Refer to the AFC and Gradient Control section of this guide for more information on how to use AFC controls.This defines the particle radius used within the FumeFX simulation.This value affects the amount of randomization.Choose one or more particle systems that you want to use as sources within your FumeFX simulation by clicking on the Pick icon.You can turn this source on/off using this checkbox.This establishes maximum variation allowed for each particle's radius within the simulation. Velocity Multiplier Group of Controls 81 . Parameters Group of Controls Icon Size . but you can determine how the animation progresses within the AFC dialog. Be aware that this value can be animated over time through the use of the AFC (Animation Flow Curve) Controller. simply highlight it and hit the Remove icon. % . Pick / Remove . NOTE: You can also animate this checkbox. AFC Controller . usse this to control the progression between the two Radius spinner values in proportion with particle age. Var. Radius Group of Controls Radius .Use this to modify the size of the icon – the source’s symbolic representation in the viewport.

Go HERE to learn more about Source Controllers. you will get the following pop-up menu: 82 . Var % . Temperature and Smoke Groups of Controls Each of these channels has same set of parameters. Type . These parameters work as a kind of mixing board. Fuel. Be aware that this value can be animated over time through the use of the AFC (Animation Flow Curve) Controller.Use this source controller to create a mask that affects the velocity multiplier for your particles' effect within the FumeFX simulation. but you can determine how the animation progresses within the AFC dialog. use this to control the progression between the two Amount spinner values in proportion with particle age. When you click on it. One notable feature of Particle Sources is that you can use an AFC (Animated Flow Curve) as a mask.When active. the X-axis represents a progression of particle age.Printed Documentation Amount . Refer to the AFC and Gradient Control section of this guide for more information on how to use AFC controls. Source controller . while the Yaxis represents the amount of masking that is taking place. This button has a dash on it and resides beneath the Amount Spinner. AFC Controller . For each AFC. Smoke and Temperature Channels in your source.The selected value acts as a multiplier of the particles' movement.This establishes maximum variation limits for velocity.Click the Add button to choose the type of affect that the source will have on that channel. This control not only lets you set a start and end particle velocity multiplier for use within the simulation. allowing you to set the values of the Fuel.

Source controller .This is the amount that is set or added to each voxel.The source won’t change that channel. but you can determine how the animation progresses within the AFC dialog. Refer to the AFC and Gradient Control section of this reference for more information. AFC Controller . Set Values in the Voxel . Go HERE to learn more about Source Controllers. Add Values to the Voxel . Be aware that this value can be animated over time through the use of the AFC (Animation Flow Curve) Controller. 83 .Use this source controller to create masks that affects the various aspects of your particles' effect within the FumeFX simulation. This button has a dash on it and resides beneath the Amount Spinner. Amount .The source sets the voxel at a value (v = amount). This control not only lets you set a start and end particle velocity multiplier for use within the simulation.The source adds values to voxel (v + value = amount).Reference Channel is Disabled .Use this to control the channel’s progression in proportion with particle age.

right-click the source controller icon (the square button marked with a minus sign). a menu will appear prompting you to enable/disable or choose a type of controller. The different types of controllers help you to quickly establish a source’s linear dependence on various channels in the grid (smoke. 84 . fuel or temperature) or the distance from an object. or Expression. you can also Copy and Paste parameters from one controller to another. You can select Voxel Fuel.Printed Documentation FumeFX Source Controllers Source Controllers give you more control over the values that a source in your simulation will apply to each voxel. To use this feature. Voxel Temperature. From here. Object Distance. Right-click the button to select the channel parameters for the selected choice. Voxel Smoke.

Let’s say. no fuel will be emitted. the button will display a letter corresponding to the choice made: F = Voxel Fuel T = Voxel Temperature S = Voxel Smoke D = Object Distance X = Expression Addtionally. This means that. you can select Minimum Influence and Maximum Influence values. For the Voxel Channel choices. For smoke values in between. for example that you assign a Voxel Smoke type source controller to the Fuel channel and then set the Min/Max values to 1/10. in voxels whose smoke value is less than 1. once a selection is made. If you use the Expression controller. And conversely. in voxels whose smoke value is greater than 10. 85 . you can then left-click on the button and it will bring up a dialog similar to the one shown below. Max expressions can be evaluated on a per-voxel basis. linear interpolation will be used. fuel will be fully emitted.Reference Once selected.

a secondary window. and scale its size by clicking and dragging on any corner. 86 . the Modify Panel (with the FumeFX Grid selected) or Status window (shown below). You can open the Preview Window at any time from the Preview icons in either the FumeFX UI floating dialog. and channel display. you can position the window anywhere on the screen. interactive auto-refresh. It is an interactive window that displays a high quality draft of your simulation results.Printed Documentation FumeFX Output Preview Window Preview Window FumeFX’s Output Preview Window is an incredibly helpful and timesaving part of the interface. When you begin any simulation preview.. Key features of the Preview Window are its scalable dimensions. Once opened. the FumeFX Dynamics Status Window. will open. this means that you can gauge the affect of your adjustments without having to repeatedly stop and render. as shown below.

such as RAM usage. no data will be saved and you will not be able to continue simulation from that point. If you press Cancel. and frame-by-frame simulation information. You can use the control buttons on this window to Stop. estimated time to completion. 87 .Reference This window displays current statistics. NOTE: If you open the Preview Window during simulation you may have to wait until the current frame is calculated for the window to refresh. This window will automatically close when you stop the simulation unless you select the Hold open checkbox. or Pause and Resume a simulation as well as launch the Preview Window from any point during the simulation.

when and where it is attached. You can attach one of these helpers to FumeFX grid in order to direct gravitational (and buoyant) forces in a direction other then global Z-axis. but function differently than previously mentioned Sources.Printed Documentation Gravity Vectors Gravity Vectors Gravity Vectors are FumeFX helper objects. it simply takes effect if. 88 . There are no parameters for this helper.

choose whether you would like all or just a certain condition(s) to be met. In the Depot pane of this window. The majority of your Particle Flow options are located in the Preview Window. if you move the time slider one frame backwards without using the Cache operator. which allows you to track progress in viewport. FumeFX Follow. To use this: select the channels that you want to test. and. Although Particle Flow is an element of 3ds Max. FumeFX and Particle Flow can dynamically affect each other during simulation! After the simulation is complete. It is highly recommended that you use the Cache operator that comes with Particle Flow. you can choose to interpret parameter keying in 3ds Max time. The most significant feature is that. FumeFX would have to load its output for each frame. particles can be cached to produce the same behavior as they did during FumeFX simulation. Then. through the use of Particle Sources. you first need to create a Particle System. set the span of values that will be considered a match for that channel (or invert if you want to select values outside of that span). this will help you to avoid any delays caused when PF has to re-compute the particle positions. These operators are: FumeFX Birth. or event duration. 89 . relax the test area with the Variation parameter. As with many Particle Flow operators and tests. FumeFX Test This operator selects particles that match one or all of the conditions that you have set on a perchannel basis. PF would have to update the particles starting from the Birth Event’s start time. and FumeFX Test. select FumeFX to access the appropriate controls. Particle Flow operators offer a way to control any such particle system over the course of its life. FumeFX can immediately affect Particle Flow during simulation. particle age. These conditions refer to the fluid properties of a selected FumeFX object at a given particle position.Reference FumeFX Particle Flow Operators FumeFX Particle Flow Operators One of the many options that you have with FumeFX is that you can use a Particle System as the source of your simulations (as explained in the FumeFX Particle Source section of this reference). while the Particle emitter icon is selected. For example. as well. Then. FumeFX comes with operators that allow you to employ several of its features. Furthermore. click on the Particle View button that appears in the 3ds Max control panel. In order to access this.

Temperature. and they all share a number of common parameters for all of them. Variation . Channels Group of Controls The Test True If: option is helpful if you want to test the properties of more than one channel. Sync By: . Fuel.This tests the duration of the current event in frames.This is the default test type. selecting the checkbox next each channel name turns the test of that particular channel on or off. Event Age . Each of the following channels can be tested: Smoke. With this.Using this parameter. Invert checkbox . It tests the current age of each particle in frames. you can set limits to the span of values that will be considered valid.This tests the current frame number in the animation. you can choose whether you want all channel conditions to be met or if just one condition will suffice. Absolute Age . you can relax the boundaries of the test result area. Fire. Vorticity. Particle Age . Velocity Group of Controls 90 .Use the Pick and Remove buttons to select a single FumeFX object.Printed Documentation FumeFX Test Rollout Pick / Remove . It is defined as a percent of the selected Min and Max values. First.For all channels except Flags.You can also Invert this test so that the values outside of the Min/Max limits will be considered valid.Select which type of age to test against. Minimum and Maximum . Velocity and Flags.

Select from the dropdown list.This tests whether a neighboring voxel is occupied by an object. the test will apply to the velocity component across the selected plane. If you select Velocity X. Also. So. and Max.This tests whether an object occupies a certain voxel. their information remains stored in the Flags channel. Even if these objects and sources have been deleted or moved or removed. it only tests for objects that were used during FumeFX simulation.This tests whether a FumeFX Source occupies a certain voxel. Next to Object . you can test for particles in areas where smoke is curled. Experiment to find appropriate values. The amounts for the Vorticity channel depend on the velocities in the grid and the type of scene units. the overall velocity will be tested. the test will only check the velocity component that is situated across the selected axis. Flags Defined The Flags channel is used to mark the presence of objects or sources in the fluid. You can use this channel to test for the following: Source . Planes and axes are local to the FumeFX object. This is not a test of all current scene objects and FumeFX Sources. Vorticity refers to the small vortices. with PF. YZ or XZ. Accordingly. this test will have no effect if the FumeFX output doesn't contain the Velocity channel. dependent on the Velocity channel – similar to the way in which Fire is stored in the Fuel channel. Units are defined as world units per frame. values that you choose are highly dependent on the specifics of your scene/simulation. FumeFX Birth Operator FumeFX Birth is derived from a FumeFX PF Fluid Test. Object . rather. or curls in the fluid. Y or Z. Vorticity is calculated from the velocities of nearby voxels. If you select Velocity XY. Vorticity Defined Vorticity is a virtual channel. This operator enables you to create particles in only those areas of the fluid that you have selected through per-channel conditions. so the Min. 91 . If you select Velocity Magnitude.Reference The Velocity group has an additional option that lets you select which particular component of velocity will be tested. you cannot differentiate the positive or negative direction.

if you set this value to 1% of the Birth Rate parameter. the particles will have no speed at all. Rate . if you raise this to 50%. you can make particles move in opposition to the FumeFX fluid. Speed Multiplier . If it seems that a disproportionately small number of particles are being created.At the default value of 1. then particles will only appear in 1% of the total volume. Inherit From FumeFX Group of Controls Created particles inherit their initial speed and orientation from the FumeFX fluid. So. Channels Group of Controls All parameters in the Channel group are identical to those of the Fluid Test. 92 . Speed Variation .Printed Documentation Creation Group of Controls Emit Start and Emit Stop . particles will appear randomly within a voxel. particles will appear only in center of each affected voxel. Also. you probably need to increase the birth rate.Select frame numbers to schedule the action of your particles. Conversely. since negative values are supported. particles will maintain the exact speed of the FumeFX fluid.Use bigger values to relax test results area. Jitter % .If selected. By Volume checkbox . At 0.This value represents a percentage of the fluid speed. the amount of particles created will depend on the size of the area where they can appear in proportion to the entire FumeFX Object volume. if this is set to 0. refer to the FumeFX Test section of this reference for more information.This determines how many particles per second will be created. For example. You can tweak those attributes through the following two parameters.

particles will respectively faster or slower than the fluid.This specifies a randomization value.This group lets you alter the randomization of creation points within a valid test area. the FumeFX Follow Operator forces particles to move in the same way as fluid does throughout the simulation. and can be used to add detail to the simulation. Negative values are supported. so particles can move in opposition to the fluid. "Puffing" occurs when particles are released in separate clusters (i. “puffs”) of particles.e. rather than in a continuous stream. Uniqueness . This will makes it seem as though the particles are part of the fluid.Reference Subframe Sampling . Use this feature to reduce or avoid a puffy appearance in particles.This option is on by default. This operator only acts on particles that are inside the fluid – all other particles are ignored.This option will randomly select a new seed. Seed . If you change the Velocity Multiplier from the default value of 1. It will make particles move in the same way that fluid does during the simulation. Affect Position checkbox . 93 . FumeFX Follow Operator Basically. his option is enabled.. This option remedies this by emitting particles throughout the frame at a much higher subframe resolution. New . but still in the same direction.By default.

It will make the particles move in the direction of the fluid’s movement.This option is on by default.The Maximum Angular Velocity value can limit the turning velocity for the particles. Vel . 94 . Delete Particles Group of Controls If a particle leaves the FumeFX grid – whether permanently or temporarily – you can choose to delete it by turning on the If Out Of Grid checkbox. If the particle is not deleted it will continue its movement uninterrupted by FumeFX. This value is set in radians per second. Max Ang. Likewise You can also delete particles that enter areas in simulation that are occupied by an object by activating the In Contact With Object checkbox.Printed Documentation Affect Orientation checkbox .

and then select AfterWorks group in drop-down list. Smoke Value. instead of just particle position.Use this to select what you want the operator to test. go to Create panel in the TP user interface > Operators. Birth Operator Test Rollout: This is organized into two rollouts: one for Birth parameters and one for Test parameters. e.. Smoke Test. Unfortunately. the parameters of each operator can be connected to and from other TP operators. The user interfaces for TP and PF operators are essentially the same. e. e. For example. Follow. in the case that some of the channels were not exported by FumeFX simulation or the point in question is outside of FumeFX grid. go to Create panel in the TP user interface > Conditions. Radio Button . this event-driven system can sometimes be cumbersome to manage. So. Probe. To create a FumeFX Test. changes in particle behavior are governed by simple rules. except that here there are no Uniqueness or Sub-frame sampling controls. including the fact that TP operators include a few additional features that are customary in their use. which must happen in order for a change to take place. There are a few differences.Reference FumeFX Thinking Particle Operators FumeFX Thinking Particles Operators Particle Flow (PF) and Thinking Particles (TP) are similar in that both allow you to control the characteristics of particles over the course of their life at a very granular level. Birth Rollout: 95 . These are the same as test-related parameters found in PFlow Birth Operator. In this system. And. Choose either Use Particle Input (particle position) or Use Position Input (world position). and then select AfterWorks in drop-down list.g. Thinking Particles. Values found for each channel are also outputted and named Channel Name Value.g. Follow or Probe. on the other hand. Test Operator One feature in TP that is not available through PFlow is the ability to perform tests on any point in world space. To create a FumeFX Birth. TP also outputs test results for each channel.. Smoke Valid. is rule-based and offers you an advanced approach to handling particles. These outputs are named Channel Name Valid. You can achieve fantastic results with either.g. there are certain instances in which Thinking Particles is your better option. so you can refer to FumeFX PF Operators section for basic interface information. and Test. however.. particle changes are generally triggered by time related events. These outputs are named Channel Name Test. it cannot be connected as input. This selection must be directly selected in the user interface. you can test to see if the channel values are valid. In Particle Flow. regardless of their timing. Besides outputting the final test result. FumeFX comes equipped with several common operators for each of these systems. in order to enhance your use of Particle Sources. Another benefit is TP’s extended test outputs. The operators for Thinking Particles are Birth.

It will make the particles move in the direction of the fluid’s movement.This option is on by default. particles will move respectively faster or slower than the fluid. the FumeFX Follow Operator forces particles to move in the same way as fluid does throughout the simulation. Vel .If a particle leaves the FumeFX grid – whether permanently or temporarily – you can choose to delete it. Direction Vector.refer to PFlow Birth operator. but still in the same direction.Use this. Negative values are supported.The Maximum Angular Velocity value can limit the turning velocity for the particles. Follow Operator Basically. Here. you can set the Life span. It isolates some of the abilities available through the Test operator and primarily exists for simplicity. If the particle is not deleted it will continue its movement uninterrupted by FumeFX. Influence % . Birth rate. This selection must be directly selected in the user interface. It will make particles move in the same way that fluid does during the simulation. Position Born. This operator only acts on particles that are inside the fluid – all other particles are ignored. Particle Values . Radio Button .refers to the percentage of FumeFX’s velocity (multiplied with the above multiplier) blended over the existing particle velocity in one frame. Size. This value is set in radians per second. it cannot be connected as input. select which particles group newborn particles will belong to. Max Ang. Its user interface only allows you to pick a FumeFX object and select whether you want to extract values from either a point in world space or a particle position. The Emit distance parameter has not been included as it is not necessary in FumeFX.This group uses the same layout as the default TP operator.Refer to the Particle Flow Birth operator for more information. just as you would in the Test operator. Thus 100% means that the particle follows FumeFX velocity completely. Out Of Grid . If you change the Force Multipier from the default value of 1.Printed Documentation Creation group of controls Group . Refer to the Particle Flow Follow operator for more information. and can be used to add detail to the simulation. This will makes it seem as though the particles are part of the fluid.Here. Per Volume. You can also delete particles that enter areas in simulation that are occupied by an object. so particles can move in opposition to the fluid. and Mass of particles along with a variation parameter for each. Choose either Use Particle Input (particle position) or Use Position Input (world position). Speed. Speed . to select what you want the operator to test. Inherit From FumeFX . Probe Operator This operator is unique to Thinking Particles. 96 .This option is on by default. and Jitter . Orientation . Please refer to TP manual’s section on Position Born for details on how to use these options. anything less gives wind-like effects.

Vorticity (float) and Velocity (point3).Reference NOTE: You must connect a particle stream if you use particle input. Fire (float). Fuel (float). Channel values . Outputs from this operator are: Point in Grid (bool) . Temperature (float). They are all set to zero if the point is outside of FumeFX grid.This yields values for Smoke (float).This tells you whether the particle or point3 is inside current FumeFX adaptive grid limits or not. or a point3 value if you use position input. 97 .

Clear RAM After Simulation . General Group of Controls These checkbox options affect the way that FumeFX will use RAM for any simulation. These preferences apply to the overall function of the plug-in.Printed Documentation FumeFX Preferences Preferences FumeFX Preferences allow you to customize the way in which your system handles each instance of simulation as well as the overall simulation data.This option is on by default. It is best to de-select 98 . or from the Preferences Menu within the FumeFX UI floating dialog. if de-selected. The Preference window can be opened via the Preferences Icon in the Modify Panel Toolbar (with the FumeFX Grid selected). FumeFX grid data will remain in RAM until you render the scene or run another simulation.

or use them as starting point for other simulations with the same grid size. under the same name and path as output files. you can change any parameters and then continue from the frame that you stopped at. you can save simulation states at specific frames. although you can specify another location to use. but with a different extension (. Snapshot Options Group of Controls These options affect the way you manage data from the individual states of a given simulation. a directory will be created based on the scene name. steps at a time. all necessary data needed for FumeFX to stop and continue a simulation will be saved to disk.” If the scene is still untitled. separated by commas.This option will delete all “Nth frame” and “Selected frame” files when closing the scene or deleting the FumeFX object. This means that once you have stopped your simulation.With this option.With this option enabled.fxd. This will save time since FumeFX won’t to save and load the simulation from disk with every simulation step. Frames . The following options save the state of the simulation at specified frames. the output path and file name will be automatically generated whenever a new FumeFX object is created. You should 99 . If this is not possible.fxd.If checked. Default Output Path . like 3ds Max preferences.It is highly recommended that you keep simulation sizes within the available RAM. Delete Snapshots on Scene Exit . such as “FumeFX24345656. It will default to your hard drive. this option makes FumeFX swap the simulation data to disk. relative to frame 0 on the time slider. None . a folder is created with a random file name. Enter your chosen frame numbers. These parameters. Inside the default output path. Swap to Disk if Out of RAM .Here.Reference this option if you want to run a simulation by one. resulting in about a tenfold increase in simulation times. This makes it possible to continue the simulation from those frames. Another reason to turn this option off would be in order to save the fluid state in the snapshot file after the simulation has ended. Path Options The parameters in this group affect the configuration of output files. Every Nth frame . FumeFX will not save any simulation states. Global Parameters Group of Controls The preferences in this group define how FumeFX simulation files are handled. Output file names will be generated as “FumeFX_Object_Name_FrameNumber. which are saved with each FumeFX instance. Ability to Stop/Continue checkbox . are independent of scene and FumeFX instances.This option saves the state of the simulation every N frames. or a few.” Scratch Disk: This is where FumeFX will store all temporary information during simulations.fdc). These are local parameters.

100 . or manually set the number of simulation Threads up to the current maximum of 16. depending on the size of simulations you will run. Multithreading Group of Controls Multithreading options define the resources you use during simulation. You can choose whether to Use all available CPU's. Any files found there when you are not working with FumeFX are okay to delete.Printed Documentation reserve a few GB of space on that drive.

With this parameter you can change the rendering step size of all FusionWorks compatible plug-ins at once. AfterBurn).g. Increase to accelerate the rendering. for example) or each volumetric effect instance (e.Creates any of the following channels. It works not only within FumeFX.. These samples are then sorted and blended together.Reference FusionWorks Renderer FusionWorks Renderer The FusionWorks Renderer is required for rendering and also serves to seamlessly blend between two or more overlapping FumeFX instances. which might be specific to a particular plug-in: Particle Age . such as DreamScape. The FusionWorks Renderer is automatically added to the Environment list after you create the first instance of FumeFX in a scene. Samples are collected separately for each object instance (FumeFX. FusionWorks collects atmospheric samples from all of the compatible volumetric effects that the rendering ray traverses. but also in combination with all other Sitni Sati volumetric plug-ins. 101 .This applies only to AfterBurn. decrease if you experience rendering artifacts. Create Channels . The sample step size for each is set by the corresponding plug-in. AfterBurn and ScatterVL Pro. Parameters Rollout Global Step Scale .

This allows you to apply rendering effects to compatible volumetrics. FumeFX). 102 . You must set the Effect ID in the compatible plug-in (AfterBurn and FumeFX). Image Motion Blur .This channel allows image motion blur on compatible volumetrics (AfterBurn.Printed Documentation Effect Channel .

spinners so that the user can input the scene depth that FumeFX should calculate it's pass on. etc. The first two export the simulated Smoke and Fire channels into separate passes. So ALL of the FumeFX Smoke effects would go onto a single layer. 103 . and Max.Reference Render Elements Render Elements Beyond standard rendering. There are three available Render Element options for FumeFX: FumeFX Smoke. their results will be blended into a single result. They have no additional parameters. The FusionWorks Z Depth Render Element does have Min. FumeFX also supports 3ds Max's built-in Render Elements functionality. and if there is more than one instance of FumeFX within the scene. FumeFX: Fire and FusionWorks Z Depth passes.

fxp”. Functions Exposed by FumeFX 3ds Max Objects Saving and Loading Presets SavePresets <filename>presetFile This saves all current FumeFX settings to a preset file “presetFile. Refer to the 3ds Max Reference Guide for general information on how to use this tool. which means you can tailor FumeFX to meet your own needs. The output returns false on error. automate tasks. The Rollouts parameter is an array with some of the following values: all: load all rollouts grid: load all rollouts from Grid Tab sim: load all rollouts from Simulation Tab render: load all rollouts from Render Tab illum: load all rollouts from Illumination Tab grid_dim: load Grid Tab / General Parameters Rollout grid_play: load Grid Tab / Playback Rollout grid_rec: load Grid Tab / Recording Param eters Rollout sim_main: load Simulation Tab / Simulation Rollout sim_smoke: load Simulation Tab / Smoke Rollout sim_fuel: load Simulation Tab / Fuel Rollout sim_temp: load Simulation Tab / Temperature Rollout sim_fm: load Simulation Tab / Fluid Mapping Rollout render_main: load Rendering Tab / Rendering Parameters 104 . LoadPresets <filename>presetFile <rollout_names_array>rollouts Use this to load all or some of the controls from the preset file “presetFile. or increase functionality. The output returns false upon error. FumeFX’s open architecture facilitates the use of this tool.Printed Documentation MAXScripting FumeFX MAXScript & FumeFX MAXScript is a powerful 3ds Max language that allows users to customize their interface.fxp” in default preset folder.

It is equivalent to removing a Force object in Objects panel of the Floater Window.fxp in default presets folder $FumeFX01. You must enter the path and base file name. SaveSim <filename>presetFile This saves a .LoadPresets "mypreset1" #(#render_main.SetPath “F:/temp/FumeFX/aa.fxd. $FumeFX01. It is equivalent to removing a Source object in the Objects panel of the Floater Window. RemoveForce <node> force Use this to remove Force objects like Wind from FumeFX. AddForce <node>force Use this to attach Force objects like Wind to FumeFX.LoadPresets "mypreset" #grid Simulation Control RunSimulation() This does exactly the same as hitting the start button on the FumeFX Floater.have selected FumeFX object load Render Tab > Render parameters rollup and Simulation Tab > Fuel rollup from file mypreset1.have FumeFX01 save its settings to file mypreset. SetPath <filename>outputFile This sets output file name.have FumeFX01 load all rollouts in Grid Tab from file mypreset. $FumeFX01. It is quivalent to picking a Source object in the Objects panel of the Floater Window. the extension is not necessary. you must enter full file name.Reference shader: load Rendering Tab / Shader Rollout Examples: -.SetPath “F:/temp/FumeFX/aa” $FumeFX01. It is equivalent to picking a Force object in Objects panel of the Floater Window. note.fdc type simulation file. Output returns false on error. GetPath() This returns the current base output file name without the frame number suffix. $. note. RemoveSource <node>source Use this to remove Force FumeFX Sources from FumeFX.fxd” AddSource <node>source Use this to attach FumeFX Sources to FumeFX. SaveOutput <filename>outputFile This saves a . you must enter the full file name.fxd type output file. Output returns false on error. 105 .SavePresets “mypreset1” -. #sim_fuel) -. Simulation will run from StartFrame to EndFrame.fxd.

it will execute at reasonable speeds. Vorticity: This is the only place where Vorticity can be customized. unless otherwise noted. before the first step has started. MAXScript in FumeFX Simulation How it works: When you click Edit Script in the Simulation group. All of them are called once for each step of the simulation. MAXScript cannot be called from the Listener. or in other way except from within FumeFX while the simulation is running or the output is being loaded. To get the feel of it. here is an example script: fn PostObjects = ( for i in 0 to (nx .1) do SetSmoke i j k k/nz ) PostObjects is a “callback” function that FumeFX will call in every frame of the simulation after it has applied all sources and objects. Channel is a set using voxel coordinates.1) do for j in 0 to (ny . you can do almost anything that you want with FumeFX – including things not provided for in the default user interface. The AddVort function allows every voxel can have its own Vorticity strength. It will go though all voxels in the adaptive grid (nx.Printed Documentation FumeFX MAXScript Functions for Accessing the Simulation By learning to use FumeFX functions created for MAXScript. In this version of FumeFX. measured in seconds.1) do for k in 0 to (nz . It is possible for you to plug in script between all significant phases of the simulation or even disable some simulation steps altogether. you can additionally initialize the grid any way you like. but are provided for those who are familiar with their use. PreSim: Called once – at the beginning of simulation. the PostAdvection and PostPressure functions are for experimental use only. Callback Functions Note: Currently. you will see a template in which to write your scripts. and forces have all been applied. objects. Preparation of the scripts takes place in the General panel of the Floater Window. Be aware that the stability of simulation can become unreliable when using values greater than 1. It is called after the Adaptive grid has adjusted and FumeFX Sources. PostSim: Called once . Here. but after possible snapshot or stop/continue data has been loaded. 106 . You can access this by clicking the Edit Script button in the MAXScript rollout. Macro Scripts. If you create a script that will modify all of the voxels in a simulation (which could be tens of millions). ny and nz are global variables provided by FumeFX) and initialize the Smoke channel with a vertical gradient going from 0 to 1 over the local Z-axis. In it there are certain MAXScript functions that FumeFX will call during simulation.after the last step of the simulation has ended and while the simulation results are still in memory. PostObjects: Think of this as a scripted Source.

Simulation Control Functions ffxPrintToStatus <string>message This prints message to FumeFX status window during simulation. A few examples of when you can skip certain phases are: You can skip Pressure and Advection phase if you simulate only the effects of diffusion. Motion Drag have been applied. PostDiffuse: This is called after movement of Smoke and Fuel and their diffusion and dissipation. ffxStopSimulation() This is equivalent to pressing the Stop button in the status window. ffxHoldWindowOnce() 107 . You can also stop or cancel simulation and write messages to the FumeFX status window. If you have disabled FumeFX's Advection phase. You can set any kind of influence between channels here. Gravity. motion drag dependent on object distance. Fuel. you could theoretically write your own version in this function. or write the following statements on the global level of the script: skipForces = true skipAdvection = true skipPressure = true skipBurn = true This is not recommended unless you have experience. Skipping FumeFX Simulation Phases If you want to skip certain FumeFX simulation phases completely. etc… PostAdvection: This is called after Velocities have moved through one step. So. gravity or motion drag in some specific way. such as depending on position or distance from objects. Here you can apply custom forces such as: radial gravity. ffxCancelSimulation() This is equivalent to pressing the Cancel button in the status window. If you have disabled FumeFX’s Burn phase. Vorticity. You can skip Forces if you want to apply buoyancy. uncomment in the template. what can you do within these functions? Basically. You can skip the Burn phase if you want to burn Fuel some other way. you can get and set values for the main channels: Smoke. This is the proper time to set Fuel and Temperature values to control fires. you could use this to burn Fuel your way. Temperature and Velocity.Reference PostForces: Buoyancy. PostStep: This is called following a whole simulation step. after the Fuel has been burned and diffusion and dissipation applied.

regardless of Hold Window checkbox selection. Length. and k respectively represent the X.0 for ind in 0 to (voxels-1) do (average += GetSmokeByIndex ind) average /= voxels GetSmokeLocal <point3>lpt Here lpt is a point in a FumeFX object or local space. 10. FumeFX dimensions are exposed through FumeFX nodes: Width. Get Channel Functions Smoke is used in this example.0. A complete list of set functions is: float GetSmoke float GetSmokeByIndex float GetSmokeLocal 108 . Unless the pivot is moved. 0 to ny–1 for j. and Z-axis coordinates in an adaptive grid.Printed Documentation If this function is called during simulation. and 0 to nz-1 for k. voxel index. $FumeFX01. So. To get the average value of smoke average = 0. The ways to get Smoke values are: GetSmoke <integer>i <integer>j <integer>k In this function. It uses only one parameter. To get Smoke density at some object’s position wpt = $sensor01. which is computed (i*ny + j)*nz + k.transform if ((GetSmokeWorld wpt tm) > threshold) then myfunction() These functions will return undefined if you ask for non-existing coordinates or coordinates outside of the grid. all other channels are analogous. then after the simulation has stopped or cancelled. however. to get the smoke value in first voxel you would write GetSmoke 0 0 0 Or. j. to get it from the top center voxel you would write: GetSmoke (nx/2) (ny/2) (nz) GetSmokeByIndex <integer>index This is slightly faster than the form GetSmoke i j k. You must also provide a FumeFX transformation matrix. Y. Voxel coordinates can range from 0 to nx-1 for i. and Height.position tm = $FumeFX01.Heigth/2] GetSmokeWorld <point3>wpt <matrix3>FumeFXt Here wWpt is a position in world coordinates.0. the simulation window will stay open. GetSmokeLocal [10. They will also return undefined if the channel has not been allocated – for example GetFuel() if Simulate Fire has been turned off in the Simulation tab. i. the center of that coordinate system is the bottom center point of the FumeFX object.

j. 109 .Reference float GetSmokeWorld float GetTemp float GetTempByIndex float GetTempLocal float GetTempWorld float GetFuel float GetFuelByIndex float GetFuelLocal float GetFuelWorld point3 GetVel point3 GetVelByIndex point3 GetVelLocal point3 GetVelWorld Usage of functions: GetChannel i j k GetChannelByIndex index GetChannelLocal lpt GetChannelWorld wpt TM Index and i. functions are provided that are analogous to the Get functions. SetSmoke <integer>i <integer>j <integer>k <float>value This uses adaptive grid voxel coordinates. Input ranges are not checked – so accuracy is important. They only have one additional parameter – value to set. for some reason. not set.k coordinates must be passed as integers. These functions set value at one voxel only – the voxel that the point belongs to. SetSmokeByIndex <integer>index <float>value This uses voxel index. Set Channel Functions To set channel values. The output can return true or false even if the value was.

SetSmokeWorld <point3>wpt <matrix3>FumeFXtm <float>value This uses world coordinates. A complete list of set functions is: float SetSmoke float SetSmokeByIndex float SetSmokeLocal float SetSmokeWorld float SetTemp float SetTempByIndex float SetTempLocal float SetTempWorld float SetFuel float SetFuelByIndex float SetFuelLocal float SetFuelWorld point3 SetVel point3 SetVelByIndex point3 SetVelLocal point3 SetVelWorld Usage of functions: SetChannel i j k value SetChannelByIndex index value SetChannelLocal lpt value SetChannelWorld wpt TM value 110 .Printed Documentation SetSmokeLocal <point3>lpt <float>value This uses FumeFX local coordinates.

y. you can change the displayed result or the result used by the particles without affecting the simulation. make the simulation unstable. Remember to set the point3 channels with the point3 values. To add Turbulence. you can use: AddTurb <integer>i <integer>j <integer>k <float>value AddTurbByIndex <integer>index <float>value AddVort functions can only be used during Vorticity callback. fn PostLoad = ( sm = 1. Note: Vorticity strengths above 1 may. If you wish to use only the scripted values. Used in simulation. enter the following script. and Velocity is a point3 channel. Fuel and Temperature are float channels.desired minimum smoke value for i in 0 to (voxels-1) do ( s = GetSmokeByIndex if (s < sm) then ( SetSmokeByIndex sm ) ) 111 . they are cumulative with UI defined global Vorticity and Turbulence. Appropriate callback is called PostLoad.0 -. for example: SetVelByIndex index [x. for example.z] More Channel Functions There are also functions for Vorticity and Turbulence. you must set Vorticity and Turbulence strength in the UI to 0. Here. in rare cases.Reference Smoke. Example: To set smoke to any given minimum value throughout the entire grid. AddVort <integer>i <integer>j <integer>k <float>value AddVortByIndex <integer>index <float>value You can fill the entire channel with a given value using the following functions: FillSmoke <float>value FillFuel <float>value FillTemp <float>value FillVel <point3>value MAXScript after Loading Output It is possible to post-process FumeFX output files at the time of loading. achieving a fog-like effect.

ranging [0. in adaptive grid coordinates.Printed Documentation ) Switching between Coordinates If you want to make modifications to FumeFX voxels. ranging from [-Width/2. nz]. IndexTo… functions must get valid index or they return undefined. WorldPtTo… functions take point3 as argument. 112 . converter functions exist between various coordinate spaces that FumeFX uses.] . IndexTo… functions take integer as argument. LocalPtTo… functions take point3 as argument.0. ranging from 0 to (voxels-1).0. in world coordinates. For this and similar cases. you may need to do some calculations in local or world space for some modifications.] – [nx. in FumeFX local coordinates. 0. ny. However. you will most often run loops in voxel space or index range. -Length/2. Length/2..[Width/2. other functions will convert between spaces regardless of whether the point is within FumeFX grid or not. Height] for values inside the FumeFX grid.. List of functions: <integer> ffxVoxelPtToIndex <point3>vpt <point3> ffxVoxelPtToLocal <point3>vpt <point3> ffxVoxelPtToWorld <point3>vpt <point3> ffxIndexToVoxel <integer>ind <point3> ffxIndexToLocal <integer>ind <point3> ffxIndexToWorld <integer>ind <integer> ffxLocalPtToIndex <point3>lpt <point3> ffxLocalPtToVoxel <point3>lpt <point3> ffxLocalPtToWorld <point3>lpt <integer> ffxWorldPtToIndex <point3>wpt <point3> ffxWorldPtToVoxel <point3>wpt <point3> ffxWorldPtToLocal <point3>wpt VoxelPtTo… functions take point3 as argument.

Various Issues FumeFX will execute MAXScript commands in a single thread..or undefine it completely gc light:true -.] . For Fuel. but the usual simulation phases still execute in multiple threads. …ToWorld functions return point3 in world space. when calculation of frame 5 is in progress. do the following: arrayname = #() -.Reference …ToVoxel functions return point3 ranging from 0 to [0. …ToIndex functions return integer ranging from 0 to (voxels-1). or set positive values to have already burning fuel.. For example. 113 . If you want to use the time slider’s global variable in FumeFX scripts.[Width/2.make it an empty array arrayname = undefined -. the slider time global variable will still be at frame 4. you will have to enlarge MAXScript’s heap size. -Length/2. should you want to keep a copy of a whole channel in memory as a MAXScript array. ranges are –100 to 100. if the array takes most of the MAXScript heap. See the “Memory Allocation and Garbage Collection” and “Manual Garbage Collection” in the MAXScript User Reference for more detail. To do this. just writing to the same array twice may take an incredibly long time. Set negative values to have fuel in non-burning state. go to Customize > Preferences > MaxScript tab > Memory group > Initial heap allocation. Otherwise.wipe it from memory The statement “gc” invokes the MAXScript garbage collector. if you do heavy scripting you can expect some slowdowns. Height] for values inside FumeFX grid. add one frame to it. FumeFX sets the time slider when it has finished calculating a frame. So. If you Get and Set just a few channel values at once. nz]. However.0.0. and for a point3 channel you will need 36MB. you will not have to be concerned with memory issues. ny. …ToLocal functions return point3 ranging from 0 to [-Width/2. To copy a float channel with 1 million voxels to MAXScript’s array you will need 28MB of MAXScript Heap memory. 0. Notes You have to provide valid values to FumeFX when you set them. Length/2.] – [nx. If you no longer need such a big array or if you want to overwrite it.

it may produce unpredictable results with Illumination Maps and Multiple Scattering.Printed Documentation Tips and Tricks Tips and Tricks This section provides an assortment of miscellaneous advice to help you get great results while avoiding possible problems with FumeFX. Make sure to set cache updates to Manual in Particle Flow. 114 . export the velocity channel. As smoke drops to 0. Shadows and “spiky” AFC The image below shows an example of a “spiky” AFC. This may be desirable for the Fire AFC. If the overall smoke opacity is also high. If light strength in the smoke diminishes to 0 in less than a few voxels. otherwise you may experience severe slowdowns. To fix this. but use cautiously with smoke Here the problem is the same. except the spike is offset to the right. Record caches and then play them back. such as sudden changes of illumination in some areas. and suddenly to 0. Rely on Cache recordings in TP. soften the AFC a bit and reduce opacity. Particle Operators If you need to follow FumeFX movement. you may experience unpredictable results. as well. opacity increases to maximum.

you will have to create one FumeFX Source. or Particle) that has no effect over a specific time range.Reference Adaptive Grid Practices Adaptive Grid #1 If there is a source (Simple. shrink it back again. and that source’s bounding box stretches beyond FumeFX’ bounding box. set its Active key to off in that range. FumeFX will. Set the source to Free Flow and set all its values to 0 (so it won’t change anything). Max 9 & Light Tracer You may get an assertion error in point3. 115 . Adaptive Grid #2 If you are using Object or Particle Sources. at every step.0. then in every frame FumeFX will repeatedly stretch its adaptive grid over the area. This results in a waste of memory and time. only to immediately shrink it back again when no values are applied. Attach the source to FumeFX and the adaptive grid will start growing from that source’s location. Object. If there are no active sources in the grid. This obviously results in a waste of memory and time.h if you use Light Tracer with bounces set to a value of 1 or more. You can safely ignore this message. Simply click “Don’t show me this message again” and then “Continue”. stretch the adaptive grid over the source and then. if no values are applied. Adaptive Grid #3 How do you enlarge the adaptive grid through forces or turbulence? Set the grid’s adaptive sensitivity to 0. If you don’t.

By default. Sometimes you don't need to animate a parameter over the particle age. and the top right corner indicates the High value. When you left-click over an enabled AFC icon. such as the Phase of the noise so that the volumetric effects move realistically. the following Graph Editor will appear: In the Graph Editor. Paste and Reset. The right-click menu also provides quick access to AFC options such as Copy. In such cases. 116 . you must right-click over the AFC icon to open the menu and switch it from the [Disable] state to [Enable]. they are all disabled and need to be manually enabled to create an effect.Printed Documentation AFC and Gradient Control AFC and Gradient Control Animation Flow Curves Animation Flow Curves (AFCs) are used by FumeFX to animate many parameters over time from one value to another. When enabled. many times it is advantageous to be able to animate the parameter. the bottom left corner indicates the Low value for the chosen parameter. The curve you define will be used to interpolate between these two values. the AFC icon will become colored as shown in the image below. thus you won't need to use an AFC associated with it. However.

Bezier – Enables you to adjust the handles. which has automatic tangent adjustment. Gradients are accessible by clicking the small icon located on the FumeFX User Interface. which represent the curve slope at the point location. 117 .Lets you paste keys from any other AFC. corner. delete key) Gradient Controls Gradients are used to change the specific colors over the particle age. Paste .Reference You can change the key type by right-clicking on the points as shown below. Keyboard Shortcuts when over a curve point: Shift + left mouse button drag .Removes all selected points. Smooth – Creates a smooth curve. it turns white to indicate it is active.Pops up a menu (smooth.restricts the movement to X-axis Ctrl + left mouse button drag . Copy . Be aware that when you click on a point. There’s also a toolbar in the bottom right corner. its buttons are described below.Allows you to copy all keys. Delete . When you do you get another pop-up where you can choose the type of curve you want applied to that point.Resets the layout. Reset .restricts the movement to Y-axis right mouse button . Corner – Parts of the segment that are closer to the point will have linear characteristics.

TCB . Bias.Load a previously saved gradient . Keyless mode . To get the best accuracy out of a particle age status line. There are two types of the Gradient: Linear and TCB.Copy the selected gradient. 118 .AGT file. Continuity. Linear . Save .Saves the selected gradient to an . Copy . By using these parameters. Ease To (eT) and Ease From (eF) parameters provide a lot more flexibility than the Linear gradient type.Tension.Paste a selected gradient.AGT file.Clears all the keys and sets the Gradient’s state to the default. while the right edge of the gradient is equivalent to the particle’s death. you can change the influence of each color key on the color interpolation along the segment. The status line is located above the gradient and shows the ID number of the currently edited key. Load .Printed Documentation Some of the frequently used gradient options are accessible through the menu which is available by right-clicking the Gradient’s icon as shown below. When you left-click on the small gradient icon within the AfterBurn dialog.In this mode the Gradient will behave as a single color picker where the color is constant throughout the particle life. a larger dialog box will appear. Reset . with its color and position expressed as the particle age. Paste . you must manually adjust the particle life (the default is 100) in the AfterBurn Particles Property dialog box. The left edge of the gradient is equivalent to the particle’s birth.This gradient type uses the linear interpolation between the color keys.

Left-click + drag mouse on gradient – Doing this allows you to select multiple keys simultaneously. Left-click on key + drag mouse .Reference Gradient Usage Left-click on gradient . Right-click on key . paste.Opens the key menu as shown below. 119 . The options within this menu allow you to copy flag colors from one color key to another quickly as well as delete a key.Opens the color picker.After you release the button.Moves the color key to the desired place. a color key will be added at the selected place. load and save them.Opens the gradient menu where you can also reset the entire gradient as well as copy. Double left-click on key . Right-click on gradient .

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Then in any viewport. then click on FumeFX. . move the FumeFX Grid gizmo into position at the top of the candle geometry. go to the Helpers section. select the file Tut_01_start. then select Object Src. It will also introduce you to the FumeFx UI. From within the Top viewport. draw out a FumeFX Grid as shown below to roughly match the size of the simulation area at the top of the candle. 4.Tutorials Tutorial 1: Candle Flame In this introductory tutorial you will learn how to use FumeFX at a basic level. After the file loads. This will effect your simulation times in a big way. In 3ds Max. select File->Open. NOTE: Make the FumeFX grid only as large as the simulation area you need. We're going to add the flame to the wick. 121 . This scene is nothing more than simple candle geometry.max. and from your /Scenes/FumeFX/ Tutorials folder. choose FumeFX from the dropdown menu. you need to create a Source to help drive the simulation. Back within the Create Command Panel. Now that you have a FumeFX Grid in place. 3. select FumeFX from the dropdown list. go to the Create Command Panel. 1. 2.

From the Parameters rollout. 9. 122 . Within the FumeFX Object Source Parameters. 8. 6. Within this panel.Printed Documentation 5. then set up your simulation. 10. then go to the Modify Command Panel. Since the FumeFX Object Source simply informs the FumeFX simulation engine of an object you want as part of the sim. Select the Obj/Src button at the top of the FumeFX UI dialog. Drag out the Object Source gizmo outside of the FumeFX grid in any viewport. your FumeFX UI will look like the image below. Select the FumeFX Grid gizmo again. then choose the FumeFX Object Source gizmo that you created next to the FumeFX Grid in the 3ds Max viewports. When done. so you can tweak your settings for the Object gizmo without having to select it and alter it within the Modify Command Panel. it doesn't need to reside within the FumeFX Grid volume. click on the Open FumeFX UI button up the FumeFX UI floating dialog window. click the Pick Object icon. click the Pick button. This will bring The FumeFX UI floating dialog is where you'll add your sources. Be sure to note that all of the controls for the Object Source show up within this panel. Make sure it shows within the FumeFX Object Source as shown below. then select wick as your Object. 7. .

Under the FFX Object Source Parameters rollout make sure the amount of Fuel is set to 100 and the amount of Temperature is set to 300. 12. 123 . Next. click on the General button in the FumeFX UI.Tutorials 11.

This allows you to control the amount of detail in the simulation.5. Make sure that the Adaptive checkbox is active.Printed Documentation 13. 14. 124 . In the General Parameters rollout change the Grid Spacing to 0.

Something on the order of creating a main folder \FumeFXSimData. A good option would be to put your simulation data into individual folders.. and then creating new sub-folders for your different sims. Now lets move on and select the Simulation tab.Tutorials 15. You can create a new sub-folder for this one called \FFXTut01. 125 . Under the Output rollout you need to set an output path to store the simulation data. 16.) button next to the path and then create and set a new folder location on your hard disk to store the date.. Click on the ellipsis (.

Under the Simulation rollout make sure that Quality is set to 5. change Gravity to 0 and Buoyancy to 2. 126 . Maximum Iterations is set to 200 and the Time Scale is set to 1. Under the System rollout. 18.Printed Documentation 17.

Burn Rate to 40 and the Burn Rate Variation to 0. then right-click on the Color swatch and choose Key Mode. Under the Fuel rollout. Try and match your Fire Gradient to the image below. we want to build a gradient for the fire color.Tutorials 19. change the Ignition Temperature to 100. 22.25.1. 127 . Now lets select the Rendering tab. Double-click on the gradient swatch to open up the Gradient dialog. Since a candle's flame goes from orange to yellow to blue to black(transparent). Under the Fire rollout set the Color spinner to 1. 20. that's our goal. Next. 21.

Under the Smoke rollout change the Ambient Color to a dark Gray (RGB: 30. 25. 26. Once the Gradient is set. close that dialog and check to make sure the Fire Opacity is set to 2. Now we are all set to run the simulation. At this point. 24. the simulation begins and you will see a progress dialog pop up. Choose the start Simulation button from the top of the FumeFX UI dialog. 128 .0. 30.Printed Documentation 23. 30) and the Opacity to 1.

129 . turn on the checkboxes for both the Fire and Smoke. Within the Modify Command Panel. it just needs to be made viewable. go to the FumeFX Grid's Viewport rollout. While the simulation is running.Tutorials 27. Rest assured that the data is present. Under the Channel / Threshold group of controls. When the simulation ends. 28. 29. Now you can see both the fire and smoke voxel simulation solutions within the 3ds Max viewports. you can click on the Preview Window icon to see how your candle flame will look. 30. Scrub your frame slider again. if you scrub your frame slider you'll notice that it doesn't appear anything has changed in your Max scene. This is due to the fact that you haven't turned on the viewport preview of the simulation.

Also. is that you should be able to see the color gradient you set earlier displayed in the voxel viewport representation. it means if you want to tweak the coloration. 130 . Depending on what effect you're after. make sure your Perspective viewport is active and render a frame. Next. you will most likely see the smoke hitting the top part of the volume and disappearing. turn the Smoke channel off from the Command Panel. you'll want to make sure you have enough room to let your simulations run naturally without hitting the boundaries of the volume.Printed Documentation 31. This can be a VERY handy way to see how the various aspects of your simulation are reacting. 32. Finally. You're left with only the Fire channel's solution displayed in the 3ds Max viewports. you can do so now and see how it affects your calculated simulation without having to re-run it. What's more. What's more. depending on how much height you gave your FumeFX Grid. Keep the boundary edges in mind when setting up your scenes.

Continue to Tutorial 2 131 . While fairly simple. We're not done yet . this first tutorial should have given you some ideas of the potential and power within FumeFX. Also. you should render out the entire animation to see how the flame behaves.Tutorials On your own.there's still more to come. experiment with the Gravity and Buoyancy spinners and re-run the simulation to see how these affect the movement and height of the flame and surrounding smoke.

move the FumeFX Grid gizmo into position at the top of the candle geometry. We're going to add the flame to the wick. Then in any viewport.Printed Documentation Tutorial 1: Candle Flame In this introductory tutorial you will learn how to use FumeFX at a basic level. then select Object Src. select File->Open. It will also introduce you to the FumeFx UI. NOTE: Make the FumeFX grid only as large as the simulation area you need. 1.max. you need to create a Source to help drive the simulation. then click on FumeFX. Back within the Create Command Panel. select FumeFX from the dropdown list. This scene is nothing more than simple candle geometry. . From within the Top viewport. 2. go to the Helpers section. 4. In 3ds Max. go to the Create Command Panel. This will effect your simulation times in a big way. draw out a FumeFX Grid as shown below to roughly match the size of the simulation area at the top of the candle. and from your /Scenes/FumeFX/ Tutorials folder. Now that you have a FumeFX Grid in place. 132 . choose FumeFX from the dropdown menu. After the file loads. 3. select the file Tut_01_start.

Make sure it shows within the FumeFX Object Source as shown below.Tutorials 5. 6. Drag out the Object Source gizmo outside of the FumeFX grid in any viewport. Within the FumeFX Object Source Parameters. When done. . then choose the FumeFX Object Source gizmo that you created next to the FumeFX Grid in the 3ds Max viewports. Since the FumeFX Object Source simply informs the FumeFX simulation engine of an object you want as part of the sim. click on the Open FumeFX UI button up the FumeFX UI floating dialog window. click the Pick button. your FumeFX UI will look like the image below. so you can tweak your settings for the Object gizmo without having to select it and alter it within the Modify Command Panel. then select wick as your Object. Select the FumeFX Grid gizmo again. then go to the Modify Command Panel. Within this panel. Select the Obj/Src button at the top of the FumeFX UI dialog. it doesn't need to reside within the FumeFX Grid volume. 10. From the Parameters rollout. click the Pick Object icon. 133 . 7. then set up your simulation. 8. 9. Be sure to note that all of the controls for the Object Source show up within this panel. This will bring The FumeFX UI floating dialog is where you'll add your sources.

click on the General button in the FumeFX UI. Under the FFX Object Source Parameters rollout make sure the amount of Fuel is set to 100 and the amount of Temperature is set to 300. 12. 134 . Next.Printed Documentation 11.

135 .Tutorials 13. 14. This allows you to control the amount of detail in the simulation. In the General Parameters rollout change the Grid Spacing to 0. Make sure that the Adaptive checkbox is active.5.

A good option would be to put your simulation data into individual folders. Something on the order of creating a main folder \FumeFXSimData. Now lets move on and select the Simulation tab..Printed Documentation 15. 136 . 16.) button next to the path and then create and set a new folder location on your hard disk to store the date. You can create a new sub-folder for this one called \FFXTut01. Under the Output rollout you need to set an output path to store the simulation data.. Click on the ellipsis (. and then creating new sub-folders for your different sims.

18. Under the System rollout.Tutorials 17. Under the Simulation rollout make sure that Quality is set to 5. 137 . change Gravity to 0 and Buoyancy to 2. Maximum Iterations is set to 200 and the Time Scale is set to 1.

Under the Fuel rollout. Under the Fire rollout set the Color spinner to 1.Printed Documentation 19. then right-click on the Color swatch and choose Key Mode. 20.25. 21. Burn Rate to 40 and the Burn Rate Variation to 0. change the Ignition Temperature to 100. Try and match your Fire Gradient to the image below. 138 . 22. Since a candle's flame goes from orange to yellow to blue to black(transparent). we want to build a gradient for the fire color. Next.1. Now lets select the Rendering tab. that's our goal. Double-click on the gradient swatch to open up the Gradient dialog.

24.Tutorials 23. the simulation begins and you will see a progress dialog pop up. 26.0. At this point. Once the Gradient is set. close that dialog and check to make sure the Fire Opacity is set to 2. Choose the start Simulation button from the top of the FumeFX UI dialog. Under the Smoke rollout change the Ambient Color to a dark Gray (RGB: 30. 139 . 30. 25. Now we are all set to run the simulation. 30) and the Opacity to 1.

Rest assured that the data is present. 28. Now you can see both the fire and smoke voxel simulation solutions within the 3ds Max viewports. if you scrub your frame slider you'll notice that it doesn't appear anything has changed in your Max scene. you can click on the Preview Window icon to see how your candle flame will look. turn on the checkboxes for both the Fire and Smoke. Within the Modify Command Panel. 29. go to the FumeFX Grid's Viewport rollout. 30. it just needs to be made viewable.Printed Documentation 27. While the simulation is running. This is due to the fact that you haven't turned on the viewport preview of the simulation. 140 . When the simulation ends. Scrub your frame slider again. Under the Channel / Threshold group of controls.

turn the Smoke channel off from the Command Panel. you can do so now and see how it affects your calculated simulation without having to re-run it. you'll want to make sure you have enough room to let your simulations run naturally without hitting the boundaries of the volume. This can be a VERY handy way to see how the various aspects of your simulation are reacting. Keep the boundary edges in mind when setting up your scenes. Next. 32. You're left with only the Fire channel's solution displayed in the 3ds Max viewports. is that you should be able to see the color gradient you set earlier displayed in the voxel viewport representation. depending on how much height you gave your FumeFX Grid. Depending on what effect you're after.Tutorials 31. you will most likely see the smoke hitting the top part of the volume and disappearing. it means if you want to tweak the coloration. What's more. What's more. 141 . Also. Finally. make sure your Perspective viewport is active and render a frame.

this first tutorial should have given you some ideas of the potential and power within FumeFX.Printed Documentation On your own. experiment with the Gravity and Buoyancy spinners and re-run the simulation to see how these affect the movement and height of the flame and surrounding smoke. Continue to Tutorial 2 142 . you should render out the entire animation to see how the flame behaves. Also. We're not done yet . While fairly simple.there's still more to come.

5. 10. select an Object Src from the list and drag it out in any of the viewports. In 3ds Max. 9. you'll see how you can tweak your settings visually AFTER you've run your simulations and add post-process effects to the results. Choose the Cone01 object as the geometry to be used within the simulation. click the Pick button again. With the FFX Object Src01 highlighted in the FumeFX UI dialog. and from your /Scenes/FumeFX/ Tutorials folder. 2. Now. we now need to set up collision geometry for FumeFX to use within its simulation. NOTE: You may want to hit the H-key to select the geometry for FumeFX to use. Now. you created a FumeFX Object Source helper in the viewports and assigned the object from the command panel so that it could be referenced in the FumeFX simulation. 3. click directly on the geometry in the scene named Case. Go to the Helpers section of the Create Command Panel and choose FumeFX. This time. the Object Source in the FumeFX UI dialog doesn't reference any geometry in your scene. select File->Open. This time. re-select the FumeFX Grid object and go to the Modify Command Panel. Next. Now. Still within the Obj/Source panel in the FumeFX UI dialog. create a FumeFX Grid so that it encompasses the entire Engine as is approximately 115 units high as shown below. in the last tutorial. select the file Tut_02_start. Select the Obj/Src tab and choose the FumeFX Obj Source help you just created. 11. Press the FumeFX UI icon button to open up FumeFX's interface. 4. 1. Moreover. 143 . Finally. with the source selected.max. go to the Object Source Parameters rollout and click the Pick button. But we can easily fix that. we're going to do it a bit differently to show you another way. 8. 7. you will control the opacity to make a flame transparent and you will also learn how to create a collision container. 6.Tutorials Tutorial 02: Plasma Vent In this tutorial you will learn how to create simulations with only fire present. After the file loads. Right now.

we're going to turn it off and prevent it from being exported as part of the solution. Basically. This indicates what sort of node it will represent in the simulation. Since we are only worried about the inside of the jet case. and scroll down to the Smoke rollout. Sources show up with S. change the Amount spinner to 600. this can be a very handy way of determining what each entry is doing. make sure Solid is selected. and other objects show up with O. FumeFX is asking how you want this collision object to be handled by the simulation engine. Additionally. Instead of the new entry coming up with the letter 'S' in the Objects/Sources/SpaceWarps list (like what precedes the FFX Obj Source01 entry). When you have complex scenes. you'll set up some of the parameters for your simulation. it shows up with the letter 'O'. Since this is a jet engine. You'll notice that there are only a few options available to an object in your simulation. Select the Simulation tab within the FumeFX UI floating dialog. to speed up our simulation. Before you move on. select the FFX Object Src01 in the list. everything will rise faster due to buoyancy. the amount of smoke we want to produce is very small. By increasing the temperature setting. and as such. and within the Temperature group of controls. 144 . 13. Next. a completely different set of parameters comes up when you select on the Case object in the dialog.Printed Documentation You will notice a few things here once you select the object. 12. 14.

16. and this setting will also help keep sim times low. Next. 19. 17. within the Simulation group of controls.2 and Expansion to 0. If it isn't already in the Excluded Channels window. and click the double-arrow button so it moves into the Excluded Channels window. If you followed our suggestion from the first tutorial. select the Smoke entry in the Exported Channels window. go to the Fuel rollout and set the Ignition Temperature to 0. click the Set button within the Exporting Channels: section to bring up the Select Channels For Output dialog. These settings work in concert to determine how fast and hot the fuel will burn and how much pressure it puts on the simulation volume.4 as well. Click on the Simulate Smoke checkbox to de-activate it.Tutorials 15.0. 20. Burn Rate to 12. While you are in the General tab. This will allow us to exclude smoke calculation from the simulation. Burn Rate Variation to 0. select the General Tab and set an output path from the Output rollout. We don't want super detailed plasma flames.4 and set the X Turbulence spinner to 0. 21. make sure that Advection Stride is set to 0. 22. set the Vorticity spinner to 0. Then click OK to close this dialog. Next. 145 . These settings will help make sure that the flames coming from the vent do not slow down too much as they move away from the source and dissipate. 18. After this. simply create a new folder called \Tut02 under the \FFXSimData folder and use it for the jet engine simulation data.6. make sure the Spacing spinner is set to 2. This will give the plasma flames some subtle waves and natural motion. Under the System group of controls.3. Next.

set the Color spinner to 9. 23. try to remember that the left-most edge represents the edges of the flames. To understand the gradient. Now select the Render tab and scroll down to the Fire rollout. while the rightmost edge represents the core of the flames. Try to match your Fire Gradient to look like the example below. Our plasma is going to have a blue tint to it to start. What you're going for is a dark gray-blue with a small slice of light gray-blue at the center of the flames. 26. 25.Printed Documentation The only channel we want to export is Fuel as shown below. Now right-click on the Color swatch and choose Key Mode.1. Within the Fire rollout. we want the flames dark on their outer edges and more solid towards their centers. 146 . So in this case. 24.0 and the Opacity spinner to 0.

Click on the AFC button (it is active by default) to open the curve editor. 27.you are ready to run your simulation and see what you've got. Now the default curve is not waht we want. 28. Simulation parameters adjusted for a sample run? CHECK. Now. Before you start your simulation. 147 . let's open the Preview Window by clicking on it's button in the FumeFX UI (the light switch icon). Next. so click the Delete button (the small X) to reset the AFC curve to it's default linear state. 29. and then add a point roughly in the middle to give it some curvature. Simulation channels determined and set up (remember turning off the Smoke channel)? CHECK. close the Fire AFC dialog. you need to create an Animation Flow Curve to control how the Opacity of the flame is handled. Other scene geometry selected to be used as a collision object in simulation? CHECK. Alrighty then . move the two end points of the curve to match the position of the curve shown below. 30. FumeFX Source object helper created to reference our scene geometry to be used as a fuel source? CHECK. When done.Tutorials Next. let's do a quick check:      FumeFX UI placed where we want the simulation to occur? CHECK.

33. Next. Next. With the Preview Window still open. This is incredibly powerful when you want to tweak settings such as color and opacity. When it's done. The plasma looks a bit too bright so it's hard to see the cone in the center. 148 . you'll see things aren't quite what we expected. click the Start Simulation button. 34. 32. Change the Opacity spinner value from 0.1 down to 0. Hey! The image updates right in the Preview window. No problem though. re-open the Opacity AFC window and change the curve to match this following image. That's because the simulation data is on your hard disk and FumeFX can update the output data in the Preview without having to resimulate the data.Printed Documentation 31. The opacity and color of the fire can be tweaked interactively within the Preview Window.07. go back to the Rendering tab in the FumeFX UI.

Tutorials Again. Click on the Color gradient swatch again. This should unleash your creative side and let you tweak until you've got it just how you envisioned the effect looking. No problem. go to your 3ds Max environment tab (hit '8' as a quick shortcut to get to it). you'll need to do a few things:    Assign an Effects Channel to the simulation. Within the FumeFX UI floating dialog. Tell Fusionworks to generate Effects Channels. Build the Lens Effects Glow effect and make it key off of the Effect channel set in FumeFX. 3. Let's get started. 1. In order to do this. Under the Rendering Parameters rollout.they want it to be green. Now. we're going to add a Lens Effects glow to this plasma to give it some "bloom" in a final render. and you didn't have to re-sim! What makes this SO powerful is that it frees you to make changes to various aspects of your simulation after you've run it. 2. let's say that the client decides that blue isn't the color they really want . the Preview Window will update to show you the changes to your flames as you add and move the knots in the Opacity gradient around. Adding Post Effects Next. 149 . 35. go to the Rendering tab. Now. change the Effects Channel spinner value to 1. the plasma fire will have changed color. and change it as follows: When you render again.

In order to get a glow effect to work. you FusionWorks needs to generate channels for use by other post process effects like glows. you'll find the FusionWorks renderer listed under the Atmospheric effects. activate the Effects Channel checkbox as well. Highlight the Fusionworks renderer and from the Parameters rollout. 4.Printed Documentation Within this dialog. it's time to add the Lens Effects Glow to your FumeFX output. 10. Turn the other checkboxes off if they are on. click in the Create Channels checkbox to activate it. Next. Next. choose Image. Now that the effect channel can be created. and change it's spinner value to 1. activate the checkbox for Material ID. Now. 9. 7. Click on the Effects tab in the Environment and Effects dialog. and hit Add. 5. It is placed there automatically when you start working with FumeFX. scroll down to the Glow Element rollout. highlight the Glow element and hit the arrow to add it to the active effects. within the Lens Effects Parameters rollout. 8. Within the Apply Element To: group of controls. 6. and click on the Options tab. Choose Lens Effects from the pop-up dialog. Now under the Image Sources group of controls. This will match the Effects Channel you set earlier inside of the FumeFX UI floating dialog. 150 .

12. In the next tutorial. the glow effect has been applied to your plasma fire. As you can see. you'll learn how to generate simulations that contain nothing but smoke. 13. the Intensity spinner to 60 and the Use Source Color to 100. Also. We want the glow to match the color of the original FumeFX output. Go back to the Parameters tab within the Glow Element rollout.Tutorials 11. you'll take the next step in learning FumeFX by adding maps to your simulations to help add even more realism.0. Continue to Tutorial 3 151 . Change the Size spinner to 35. Render a frame.

Printed Documentation 152 .

Create a FumeFX Grid over the cigarette in the Top or Perspective viewport.4.  Advection Stride spinner to 0.05.Tutorials Tutorial 03: Cigarette Smoke In this next tutorial you will learn how to use noise maps to control the look of your smoke. go to the Simulation Area group of controls and set the Spacing value to 0.  Maximum Iterations spinner to 100. This will result in a denser simulation grid of voxels. select the file Tut_03_Start. 6. Next set the Sensitivity spinner to 0. Re-select your FumeFX Grid and go to the Modify Command Panel. Understand this will also take up more disk space to store and longer to sim. 9. 1. As you have done in previous tutorials. In 3ds Max.3  Time Scale spinner to 2. then open the FumeFX UI floating dialog. 153 . select the Simulation tab in the FumeFX UI floating dialog. Still within the General tab. simply create a new sub-folder called \Tut03 beneath the \FumeFXSimData folder. create a FumeFX Source Object helper in any viewport then select the object named fire for your object source (this is the tip of the cigarette). let's start setting our smoke up for our cigarette. Once complete. select File->Open. 4. this should do the trick. 7. 8.max. If you've followed our suggestion. But since we're going for realism here. 5. Go to the General tab and set your output path for the simulation to be stored. Next. 2. 3. Under the Simulation group of controls set the spinners to the following values:  Quality spinner to 4. Now that the path is set up. and from your /Scenes/FumeFX/ Tutorials folder. and will result in a more detailed simulation. Make sure the height of the FumeFX Grid volume is about 115 units.

we need to tell FumeFX NOT to generate any fuel. Still within the Rendering tab. Click on the Pick button. Obviously. To continue this process of turning off Fuel and Fire. This will help give you more visible cigarette smoke. We just want the smoke to be simulated and emitted from the tip. Under the Fuel group of controls. click on the Fire checkbox to de-select it as well. which would create fire as well.Printed Documentation 10. 15.1. Once complete. go to the Rendering tab next and within the Fire rollout.  Vorticity spinner to 0. for a cigarette.03. 14. This will act as the smoke generation source. we don't want the end burning like a match or candle. the only thing that will generate within this scene is Smoke.5. Y and Z turbulence values since they are currently linked) Once these parameters are set for our smoke. 13.  X Turbulence spinner to 0. choose the FFX Object Src01 you created earlier. 11. 12. They will show up as Objects (prefaced with the letter 'O') within the simulation and will collide with the smoke as the cigarette animates. and this time choose both the Cylinder and butt objects from within the 3ds Max viewports. Next. This involves adding all of your sources and objects to the simulation engine. Select the Obj/Src tab in the FumeFX UI floating dialog. Now you need to tweak the smoke parameters directly. (NOTE: that this value will affect X. 154 . go to the System group of controls and change the following spinners to values provided:  Buoyancy spinner to 1. 16. and within the 3ds Max viewports. Click the Pick button again. click on the Simulate Fuel checkbox to de-select it. under the Smoke rollout change the Opacity spinner to 5.

22. Next. Within the Smoke group of controls. Next. Under the Noise Parameters rollout. click on the button labeled Disabled and choose Source from Intensity from the pop-up list. Again. This will bring up the standard Material/Map browser.35. go to the Fuel group of controls and click the button that says Set (next to the Type label). open the 3ds Max Material Editor so you can edit the Noise map.Tutorials Okay. Simply drag and drop the Noise map from the Smoke group of controls in FumeFX to a blank material slot in the Material Editor. Let's now look at some of the advanced controls for your sources. Now click on the Map slot button that says None. 21. Next. make sure that Regular is the Noise Type and change the Size spinner to 6. 19. This will activate the Map slot next to it. 24. Highlight the FFX Object Src01 within the list. 20. Choose Channel is Disabled from the pop-up list. 25. 23. 17. Close the Material Editor. 155 . Choose Noise in the Material/Map browser so that it shows in the map slot in the FumeFX UI floating dialog. you'll add a procedural Noise texture map as a mask for the smoke to help control the look. 18. so you have your sources now for the simulation. we want to turn off fuel calculations in this sim.

Other scene geometry selected to be used as a collision objects in simulation? CHECK. Open the Preview Window so you can monitor the output. simply by scrubbing the frame slider after the simulation is complete. render the animation out to see your result. 26. Once the simulation is complete. On your own. NOTE: This simulation may take between 20-40 minutes to simulate depending on your machine's processing power. All Fuel and Fire creation checkboxes de-activated? CHECK. If you would prefer. and will take up approximately 800MB of disk space for the data storage as designed. FumeFX Source object helper created to reference our scene geometry to be used as a smoke source? CHECK. Simulation parameters adjusted for a sample run? CHECK. 28. you can play with different map types to see how they affect the smoke generation. you should notice the smoke moving with the cigarette source and how the base of the cigarette acts as a collision object. If you want. Within the Preview Window. Click on the Start Simulation button within the FumeFX UI floating dialog. turn off the Noise map and re-simulate to see exactly how much detail 156 .Printed Documentation At this point. and adjust the Spacing spinner from 0. 27.8 to help reduce the time and space required. Now you are ready to run a test simulation. you can knock down the Quality spinner from 4 to 2. let's go through our checklist for a smoke-only simulation:      FumeFX UI placed where we want the simulation to occur? CHECK.4 to 0. You can see how the noise map is affecting the smoke patterns.

try to animate the Noise map parameters over time to see how that influences the smoke generation and simulation. Okay. Continue to Tutorial 4 157 . Time to move on to even more complex simulations including lighting your smoke and fire effects. so now you have a sense of how to add a map to your sources. Or if you prefer.Tutorials the Noise map adds.

set the Quality value to 5. create a FumeFX Source Object helper and select the object named bottom for your Source. 6.max. In this scene we have a teapot and an animated lid that comes down to collide with smoke and fire that will be pouring out from the source inside of the teapot.5. If you've followed our suggestion. Finally. you need to set up the overall simulation parameters. Now. To get started. Create a FumeFX Grid over both the teapot and lid objects at Frame 0 so that it encompasses both (shown in the image above). no one will have to call the fire department. 4. select File->Open.0 to provide a nice. 158 . animate collision objects and manipulate the collisions to meet your approval. we'll quickly go through the standard setup tasks that should now be starting to become familiar to you. simply create a new sub-folder called \Tut04 beneath the \FumeFXSimData folder. Still within the General tab. 7. 5. 2. Now click on the Simulation tab within the FumeFX UI floating dialog. change the Spacing value to 1. under the General Parameters change group of controls. and from your /Scenes/FumeFX/ Tutorials folder. Fortunately.Printed Documentation Tutorial 04: Burning Tea In this last tutorial you will learn how to add light sources to your simulations. Maximum Iterations to 300 and Time Scale to 2. In 3ds Max. Next. Under the Simulation group of controls. open the FumeFX UI floating dialog and from within the General tab set your output path for the simulation. 3. select the file Tut_04_start. 1. dense volume of voxels to simulate with.

Tutorials 8. Within the System group of controls, set Gravity to 0, Buoyancy to 0.7 and Vorticity to 1.0. 9. Now go to the Fuel rollout and set the following parameters:  Ignition Temperature spinner to 0  Burn Rate spinner to 10.0  Burn Rate Variation spinner to 1.0.  Expansion spinner to 2.0.

10. After those are set, click on the Rendering tab in the FumeFX UI floating dialog. 11. Go to the Fire rollout, and then right-click on the Fire Gradient color swatch. Choose Key Mode to turn it into a gradient. 12. Change the Fire Gradient colors to roughly match the image below. This will give the fire a nice warm color.

13. Move further down the Rendering tab to the Smoke rollout and change the Smoke Opacity spinner value to 20.0. With many of the parameters set for the fire and smoke, it's time to move onto lighting. Lights can be added directly into the FumeFX simulation in order to have them affect the coloration and illumination of the smoke within the final rendered output. This includes support for multiple scattering, which gives smoke nice softness when it interacts with other scene objects. 14. Select the Illumination tab in the FumeFX UI. There is currently one Omni light in the scene with standard 3ds Max shadow maps, and we'll use this to illuminate the smoke and fire (and the teapot) in the simulation. 15. Click on the Pick button and then select the Onmi01 as your light source.

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Just as is the case with the Obj/Src list window, the Omni light will now show within the window. 16. Still within the Illumination tab, make sure that the Multiple Scattering checkbox is activated so we can manipulate how the lighting will blend into the smoke and fire. 17. Next, change the Multiple Scattering parameters as follows:  Maximum Depth spinner to 5  Fire Strength spinner to 0.7  Smoke Strength spinner to 0.01  Falloff spinner to 5.0

Finally, it's time to add our Sources and collisions to the FumeFX simulation system. 18. Select the Obj/SRC tab in the FumeFX UI floating dialog and click the Pick button. 19. In the 3ds Max viewports, select the FFX Object Src01 you created earlier as your Source. 20. Next, click the Pick button again, and select the teapot bottom (named body). Change the collision type to Shell. This will tell FumeFX that the object is hollow and it will allow internal interactions with the simulation as such as the teapot bursts into flames. 21. Finally, click the Pick button one more time and choose the teapot top (named top surprisingly enough) and change its collision type to Shell just as you did with the body. Then change the SpeedMul spinner value to 3.0. This gives the collision object a little force around it to collide with the smoke and fire. At this point, you should have all three of your objects in the scene as shown below.

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With all of the objects / sources present, we need to make some final adjustments to the Object Source by applying an animated map to the Fuel and Temperature channels. 22. Make sure the FFX Object Src01 is highlighted within the list window. 23. Next, within the Temperature group of controls, change the Amount spinner to 650.0. 24. Now, for both the Fuel and Temperature groups of controls, click on the buttons labelled Disabled in each, and choose Source From Intensity from the pop-up list. This will activate the map slots for both. 25. Click on the Map slot for the Fuel and choose Noise from the Material/Map browser. 26. Open up the Material Editor and drop the map from the FumeFX UI floating dialog into one of the sample slots. Choose Instance. 27. Once the map is in the Material Editor, change the Noise Type from Regular to Fractal. 28. Click on the Size spinner, and adjust it's value to 3.0, then grab the Phase spinner and change it to 4.0. Next comes the animation for this map. 29. Turn on the Auto Key button and drag the time slider from frame 0 to frame 150. 30. Back in the Material Editor, change the Phase spinner's value from 4.0 to 16.0. NOTE: Make sure the animation track is linear and not bezier. You want to make sure that the noise animates evenly over time and doesn't start and end slowly.

31. With the animation now in place, drag the map from the Material Editor back into the FumeFX UI and drop it into the Temperature Map slot. Choose Instance so that both maps work identically. 161

162 .0 to help reduce the time and space required. and adjust the Spacing spinner from 1. Simulation parameters adjusted for a sample run? CHECK. Other scene geometry selected to be used as a collision objects in simulation? CHECK.5GB of disk space for the data storage as designed. Temperature) to refine simulation? CHECK. Click on the Start Simulation button within the FumeFX UI floating dialog. Lights added to the Illumination tab to light the smoke and fire? CHECK. Now you are ready to run a test simulation. while some is trapped beneath the curved surface of the top travels downwards. let's go through our checklist for your last tutorial simulation:       FumeFX UI placed where we want the simulation to occur? CHECK. NOTE: This simulation may take between 30-60 minutes to simulate depending on your machine's processing power and memory. Once the simulation is complete. Open the Preview Window so you can monitor the output. Additional channel maps inserted into Source components (Fuel. The increase in size here from the last tutorial is that you added two additional channels to this simulation from the smoke-only one (Fuel and Velocity). What you'll see during the simulation in the Preview Window is some of the smoke being deflected by the teapot top. 33. and will take up approximately 2. 32.0 to 3. FumeFX Source object helper created to reference our scene geometry to be used as a source? CHECK. If you would prefer.Printed Documentation Fuel and Temperature with the same map At this point. 34. render the animation out to see your result. you can knock down the Quality spinner from 3 to 1.

Now that's cool! This concludes the written tutorials on FumeFX. it will wrap itself around the object and not penetrate it.Tutorials As you can see in this image. as the teapot lid gets close to the fire and smoke. They should give you a solid foundation upon which you can now proceed and watch the included training videos to help further learn and understand FumeFX techniques and best practices to get the most out of your new software. 163 .

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72. 76. 44. 25. 72. 66. 76 Free Flow checkbox 56 Fuel 19. 66. 76. 44 Ambient Color 44. 25 End Frame 34 Event Age 89 Every Nth frame 98 Expansion 38 Export Channels 34 Exporting Channels 34 Expression 84 Extra 76 F Falloff 50 Falloff Type 42 Fire 19.Index 3 3ds Max Script 34 6 64-bit 8 A Ability to Stop/Continue 98 About FumeFX 19. 48 Channel 19. 89 Fuel Creates Smoke 38 FumeFX Fire 103 FumeFX Birth Operator 89 FumeFX Dynamics Status Window 86 FumeFX Floater 31 FumeFX Follow Operator 89 165 . 72. 116 AFC Controller 66. 80 Animation Flow Curves 116 Authorization 16 Automatic 19. 25. 56. 44. 25 B Bezier 116 Birth Operator 95 Blocking Sides 38 Buoyancy 38 Burn Rate 38 Burn Rate Variation 38 By Volume 89 C Cache Map To Disk 50 Calculate Interval 31 Cast Shadows 44. 80 Adaptive 19. Dens 38 Dissipation Strength 38 Dynamics Status 86 E Effects Channel 42 Emit Start 89 Emit Stop 89 Enable Display 19. 44. 48 Channel Data 48 Channel Data Shader 48 Channel is Disabled 56. 80. 80 Channel values 95 Channel/Threshold 19. 76. 25 Absolute Age 89 Active 56. 76. 89 Fire multiplier 50 Fire Strength 50 Flags 89 Follow Operator 95 Force 19. 56. 80 Affect Orientation checkbox 89 Affect Position 89 Alpha Multiplier 42. 38. 25 Channels 89 Clear Cache 50 Clear RAM After Simulation 98 Color 44 Color – Spinner 42 Color – Swatch/Gradient 42 Color Gradient 44. 72 Disabled 76 Display Optimize 19. 72. 34 Adaptive Grid Practices 114 Add 66. 53 Forces 19. 25. 48 Frames 38. 25 Dissipation Min. 48 Container Edges 42 Continue 31 Copy 116 Corner 116 Cubic interpolation 38 Cycle 34 D Default Output Path 98 Delete 116 Delete Particles 89 Delete Snapshots on Scene Exit 98 Detail 38 Diffusion 38 Dimension Parameters 56. 25. 66. 72 Directional 56. 25 fR GI multiplier 42. 72. 80 Advection Stride 38 AFC 44. 48 Amount 56. 66. 76. 80 Add Values to the Voxel 56. 66. 98 Free Flow 72. 72. 25. 76.

25. Value 48 Maximum 89 Maximum Depth 50 Maximum Influence 84 Maximum Stride 38 MAXScript 104 Min. 76 Map Channel 76 Map Source 42. 25. 34 Global Parameters 98 Gradient Controls 116 Gradient Usage 116 Gravity 38 Grid 19. 25 Functions Exposed by FumeFX 104 FusionWorks Z Depth 103 G General 98 General Parameters 19. 19.Printed Documentation FumeFX Gravity Vector 53 FumeFX Grid 19. Density 44 166 Max. 34 Light Tracer 114 Lights 50 Linear 116 Load 116 Load settings 31 M Map 42. Density 44 Min. 76 Objects / Sources 114 Objects / Sources Workflows 114 Opacity 44 Opacity – Spinner 42 Opacity AFC 48 Operators 89 Out Of Grid 95 Out-of-Range Types 34 Output Path 34. 25 O Object 89 Object Distance 84 Object Source 76 Object Source Parameters 61 Object’s 56. Value 48 Minimum 89 Minimum Influence 84 Multiple Scattering 50 Multiplier 50 Multithreading 98 N New 89 Next to Object 89 None 19. 98 Output Rollout 34 P Parameters 80 Particle 80 Particle Age 89 Particle Flow 89 Particle Flow Operators 89 Particle Source 80 Particle Source Parameters 66 Paste 116 Path 98 Path Options 98 Pick / Remove 66. 25 . 72. 72. 19. 56. 103 Max. 98 Numerical Values 19. 76. 34. 76 FumeFX Particle Source 53. 48. 25. 25. 48 Max Ang. 89 PingPong 34 Play From 34 Play To 34 Playback 34 Point in Grid (bool) 95 Position 19. 25. 25 FumeFX Object Source 53. 34 I Icon Size 66. Vel 89 Max. 80 If Out Of Grid 89 Ignition Temperature 38 Illumination 50 Illumination Map 50 Illumination Parameters 50 In Contact With Object 89 Influence % 95 Inherit From FumeFX 89. 80. 44. 25 H Heat production 38 Height 19. 25. 103 Min. 95 Installation 16 Invert 89 J Jitter % 89 Jittering 50 Jittering % 42 K Keyless mode 116 L Length 19. 80 FumeFX Simple Source 53 FumeFX Smoke 103 FumeFX Source Controllers 84 FumeFX Test 89 FumeFX UI 19. 76. 44.

25. 25 Viewport Update 34 Visual Falloff 44. 89 Velocity Damping 38 Velocity Magnitude 89 Velocity Multipier 89 Velocity Multiplier 66. 56. 76. 72. 76. 25 Threshold Scale 19. 72 Volume Shading 42 Vorticity 38. 72. 80. 76. 25 Thinking Particles 95 Thinking Particles Operators 95 Threads 98 Threshold 19. 76. 89 Source controller 56. 72 Show Slice 19. 72. 25. 80. 76. 25. 66. 25. 89 Smoke Density 38 Smoke Strength 50 Smooth 116 Snapshot 98 Snapshot Options 98 Soften Edges Near Objects 42 Solid 56. 38.Index Post Load 42 Preferences 19. 80 Shader 42 Shadow Falloff 44. 80. 48 Shadows 50 Shape 56. 38 Simulation Area 19. 25. 56. 25. 89 Sensitivity 19. 25 Velocity 19. 25. 25. 84. 66. 31 Preview Window 86 Probe Operator 95 Q Quality 38 R Radial 56. 76 Scale Multiplier 19. 80. 80 Rate 89 Receive Shadows 44. 72. 72. 98 Preview 19. 66. 56. 72 Set Values in the Voxel 56. 56. 38. 89 Test Operator 95 Thickness 19. 76 Turbulence amounts 38 Turbulence Noise 38 Type 56. 72. 56. 25 Render Elements 103 Rendering Parameters 42 Reset 116 S Save 116 Save settings 31 Scale 38. 72. 72 Radio Button 95 Radius 66. 34 Speed Multiplier 89 Speed Variation 89 Standard Shader 44 Start 31 Start Frame 34 Start Simulation 31 Start Simulation with Loaded Initial State 31 Step Size 50 Step Size % 42 Step Size In Fire % 42 Strength 42 Subframe Sampling 89 Swap to Disk if Out of RAM 98 Sync By T TCB 116 Technical Support 16 Temperature 19. 25 Scratch Disk 98 Seed 66. 48 Reduce 19. 25 Simulation Steps 38 Smoke 19. 89 Viewport 19. 72. % 66. 66. 25 Time Scale 38 Tips and Tricks 114 Turbulence 19. 72 Solver 38 Solver Maximum Iterations 38 Source 56. 25 Voxel Smoke 84 167 . 89 Voxel Fuel 84 Voxel Grid 19. 44. 76. 80 Source Controllers 84 Spacing 19. 72 Shell 56. 25 Simple Source 72 Simulation 31. 48 Volume 56. 34 Set 56. 80 U Undersample/Threshold 50 Uniqueness 89 Use 34 Use all available CPU's 98 V Var. 80 Variation 89 Velocities 19. 66. 72.

25 168 . 25. 34 X X/Y/Z Turbulence 38 XY plane 19.Printed Documentation Voxel Temperature 84 W Width 19.