Tagged 'FumeFX'

FumeFX RGB Light Rig

1 vote

Since there is no way to export a Normals pass from FumeFX for re-lighting in comp, I set this up to set your Red, Green, and Blue lights to fake an RGB pass. It's pretty straight forward.


1 vote

Let FumeFX lights convenient and fast, specifically to see the video demo

FumeFX Palyback offseting

2 votes


V1.1 - increased according to the position of the particle generation FumeFX PF - the June 28, 2014

FX Optimizer

3 votes

FumeFX System Scale

0 votes

I made this to easily manipulate, and keep track of the systemScale of my Fume grids

It's great if you're scared of Maxscript or just want a more straightforward way to manipulate your grid scale

FumeFX Dimension Copy

0 votes

FumeFX Dimension Copy

This macroscript takes a selected Box and then copies it's dimensions and creates a Fume grid with the same area. I got sick of having to drag out a real-world scale Box and then dragging out a fume grid to match. This just takes the extra step out of it.

FumeFX Gi Maker

0 votes



This script will Prepare FumeFX containers for creating GI masks to be used later in Comp. Also has controls to optimize the render settings of your shader and shadow creation.


Things this script does:

Sets fire and smoke color to be a flat color of your selection.

Sets the Strength of Gi multiplier in your grid.

Turns shadows on and off.

FumeFX Partitioner

21 votes

This script will divide a fumeFx grid into partitions.
This can also be used to simulate a batch of fume grids locally or via backburner.

More info and sample usages here.

FumeFX Sim + 4/7/2011

36 votes

- Can automate the simulation for all selected states (default,wavelet,post,render)
- Can continue simulation from any state (default,wavelet,post)
- Prints simulation time in the listener for most accurate simulation times

FFX Render

70 votes

This script allows you to split your FFX containers in several passes. You can also add objects in the Matte tab, and they will get the matte/shadow material. It supports up to 10 passes. This script makes changes only at render time.

Version 4.0 updates:
-Added "Snapshot before Render" feature.

Version 3.5 updates:
-Added load/save system.
-Fixed minor bugs.

Version 3.0 updates:
-Added the Render Manager tool which allows you to choose which pass to render consecutively.
-Fixed Render Preview alpha problem.

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