Q/A
install_error_message
Date: | 04/18/2016 |
---|---|
Submitted by: | John Thompson |
get error message on 'import' statement
Error-- ImportError: No module named mayaMixin #
Do I need Maya 2015+
John
Replies to this question:
- Yes, you are right. Because Maya has a mayamixin module from 2015.
- Tks yr reply. Will it work if I install the mayaMixin.py file or are there other modules yr script relies on If so where would I install the file? John
- I don't know, you can try it yourself.
- Hi Lookson, Trialed it wih maya2015SP6 Get error in ffxWidget.py Line1293 LazyLoadModule object has no attribute 'FfxEffectorNode' Is this pertinent to 2015 and corrected in 2016 John
- 'FfxEffectorNode' is a fumefx node, have you loaded the plugin correctly? I didn't tested it with maya 2015, but 2016 (win and linux)
- Hi Looksoon, using version 0.5.6 What is the plugin file . Do I have to load it somewhere and then select it in the plugin manager. Currently all files unzipped to ---path/maya/scripts
- [quote=john-thompson]Hi Looksoon, using version 0.5.6 What is the plugin file . Do I have to load it somewhere and then select it in the plugin manager. Currently all files unzipped to ---path/maya/scripts[/quote]I I mean 'FfxEffectorNode' is a node of Fumefx, and try it with 2016.
- Hi Looksoon, OK now tried on a 2016 machine but get the same error re:ffxEffectorNode.;Note there is a lenghty feedback in script editor-mainly pymel warnings Does this have any bearing on problem. Will send file by email if reqd John
- Very strenge, please show all error and warning message
- Hi Looksoon, Below is feedback from script editor import projects.VFX.ffx_tools as ffxTools ffxTools.main() # pymel.core : Updating pymel with pre-loaded plugins: mayaHIK, GamePipeline, CloudImportExport, tiffFloatReader, bifrostvisplugin, studioImport, ikSpringSolver, ik2Bsolver, xgenToolkit, AbcExport, retargeterNodes, gameFbxExporter, VectorRender, AutodeskPacketFile, OpenEXRLoader, Unfold3D, mayaCharacterization, modelingToolkit, MayaMuscle, rotateHelper, DirectConnect, matrixNodes, AbcImport, BifrostMain, autoLoader, sceneAssembly, gpuCache, Substance, shaderFXPlugin, bifrostshellnode, ArubaTessellator, xgenMR, quatNodes, fbxmaya # xgmNurbsPatch [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmPatch', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmNurbsPatch'] # Warning: pymel.internal.apicache : lineage for node xgmNurbsPatch is cyclical: [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmPatch', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmNurbsPatch'] # xgmSubdPatch [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmPatch', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmSubdPatch'] # Warning: pymel.internal.apicache : lineage for node xgmSubdPatch is cyclical: [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmPatch', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmSubdPatch'] # xgmArchiveGuide [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmGuide', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmArchiveGuide'] # Warning: pymel.internal.apicache : lineage for node xgmArchiveGuide is cyclical: [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmGuide', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmArchiveGuide'] # xgmCardGuide [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmGuide', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmCardGuide'] # Warning: pymel.internal.apicache : lineage for node xgmCardGuide is cyclical: [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmGuide', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmCardGuide'] # xgmSphereGuide [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmGuide', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmSphereGuide'] # Warning: pymel.internal.apicache : lineage for node xgmSphereGuide is cyclical: [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmGuide', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmSphereGuide'] # xgmSplineGuide [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmGuide', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmSplineGuide'] # Warning: pymel.internal.apicache : lineage for node xgmSplineGuide is cyclical: [u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmGuide', u'containerBase', u'entity', u'dagNode', u'shape', u'geometryShape', u'deformableShape', u'controlPoint', u'surfaceShape', u'THsurfaceShape', u'xgmSplineGuide'] # # Error: line 1: AttributeError: file C:UsersJohnMy DocumentsmayascriptsprojectsVFXffx_toolsffx_widget.py line 1293: '_LazyLoadModule' object has no attribute 'FfxEffectorNode' # trust this helps John
- Hi, I've tried to find out the problem, but no result. Maybe you should update your maya to SP5
- Looksoon, Updated maya2016 to SP6. Same result. So its a non-starter for me. Thanks anyway John
- Looksoon, Just noticed that the platform quoted is linux and I am using windows 7/8 . Will that explain the problem . John
- Hi, I don't think that, because I have test it using win7, and some one is sucessflul also.
SitniSati FumeFX v3.5.2 For Maya 2014 x64
Install FumeFX35_Maya2014x64.exe (Retail)
Run AfterFLICS_tools.exe from C:Program Files (x86)AFLICS and select Service/Stop.
Exit AfterFLICS_tools.
Copy AfterFLICS.exe from the crk dir to C:Program Files (x86)AFLICS and overwrite the original.
Verify that your AfterFLICS.ini has the following info:
[Port]
5022
[Servers]
localhost
[Guests]
everyone
Run AfterFLICS_tools.exe once again and select Service/Start.
Exit AfterFLICS_tools.
Go to Create/Geometry/FumeFX and select it. An AfterFLICS Authorization window will appear.
Select localhost and then click Authorize.
At the Product Authorization window, select Manual Auth.
Enter the number of licenses desired and use any number for the Auth Code, and select Authorize.
To be sure everything is working fine, go to General Parameters/About FumeFX.
Select Reauthorize FumeFX SL (Simulation License) An AfterFLICS Authorization window will appear.
Select localhost and then click Authorize.
At the Product Authorization window, select Manual Auth.
Enter the number of licenses desired and use any number for the Auth Code, and select Authorize.
Select Reauthorize FumeFX-mr shader (MentalRay Shader) An AfterFLICS Authorization window will appear.
Select localhost and then click Authorize.
At the Product Authorization window, select Manual Auth.
Enter the number of licenses desired and use any number for the Auth Code, and select Authorize.
IMPORTANT!
The server is protected by a custom (Only 1 person in the world has it) packer. If your AV complains…too fucking bad.
Enjoy FumeFX 3.5.2
https://www.afterworks.com/FumeFX/Overview.asp
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One of the Fastest and Most Flexible CG Fluid Dynamics Simulation Systems Available
FumeFX is a powerful fluid dynamics plugin-in for Autodesk 3ds max, designed for simulation and rendering of realistic fire, smoke, explosions and other gaseous phenomena. Unrivalled in its ability to capture the subtlety and complexity of fluid gas behavior it is favored among visual effects artists, game developers, visualization professionals and everyone else who demand the utmost in realism.
Highlights
FumeFX 5.0 new features
The latest incarnation of FumeFX offers the artist with unique set of tools that will free the creative mind and minimize tedious tasks even further than before. As a result of the FumeFX core rewrite, a wide range of irregular objects can be used for simulation without the fear of solver instabilities. The newly implemented conservative advection, GPU accelerated 3ds Max viewport, faster simulations, .fxd multithreaded lossy compression are just some of the new features found inside FumeFX 5.0.
Feature film and games reel
Magneti marelli software rt3. Over the past 12 years of development and innovations FumeFX has become an integral part of major studio production pipelines. It has been used to create visual effects for many blockbuster films such as Dr. Strange, Thor, Roland Emmerich’s 2012, Hugo, Ghost Rider: Spirit of Vengeance, Priest, Skyline, Suckerpunch, Spiderman 3, X-Men Origins: Wolverine, Superman Returns, Iron Man and more. Computer game cinematics like Blizzard's StarCraft II, Assassin's Creed Revelations, The Warhammer Series and many others have relied on FumeFX software to achieve stunning visuals.
Workflow
The innovative FumeFX user interface combines all the major fluid simulation components making the simulation setup easy and efficient. It allows user to change parameters during the simulation with instant feedback or even to directly edit FumeFX sources without the need to switch back and forth between dialogs. Blue loong joystick driver for windows 8.
Interface
The FumeFX interface integrates simulation, rendering, presets and source parameters in one place. It provides quick and easy navigation through simulation caches and offers intuitive control of simulation parameters.
GPU Viewport
The GPU accelerated* viewport produces render-comparable images to give instant feedback on appearance and behavior of the simulation. Among many advantages, it supports viewport .png export during the simulation.
(*) supports 3ds Max 2016 and newer
Network
In order to boost productivity, FumeFX can utilize BackBurner, Deadline, or remote desktop applications to run simulation tasks on another computer with FumeFX or FumeFX SL installed.
Simulation
The FumeFX simulation core has been constantly improved and refined to deliver high level of realism with minimal simulation times. With over 10 years of successful usage in film production, video games, the advertisement industry and other areas that require realistic fire and smoke have helped in shaping the fluid simulation package that users can rely on. Whether making a candle dancing on the wind or destroying a whole city block in 2012 movie style, FumeFX can help you deliver the shot on time and within budget.
The Solver
The QCG solver in FumeFX is optimized for speed and robustness. It has complete control over the realism vs speed balance.
Combustion with Oxygen
The Fire model within FumeFX adds Oxygen to the equation. This new component brings forth various new ways to creatively control the burn process.
Vorticity
With the addition of various vorticity models, you can now choose from visually different curl types, giving your FumeFX simulations a more unique look and feel.
Close Steam To Continue Installation Problem
N-Sim
It is a great time saving solution. This allows the user to simulate multiple overlapping grids simultaneously while all fields propagate between the overlapping grid boundaries automatically.
Wavelet Turbulence
It's never been easier to add more detail to an existing FumeFX simulation. It is a fast, memory efficient and predictable way to increase grid resolution.
Particles
FumeFX is tightly integrated with Particle Flow, cebas Thinking Particles and Thinkbox software Krakatoa. Different FumeFX-based operators provide ultimate particle control and it’s the only tool with full Thinking Particles integration.
Flexibility
When it comes to flexibility FumeFX has no rivals. Its tools offer user control over almost every simulation parameter where changes are based on the grid data. It is even possible use of deformers to fine tune the shape of the volumetric effect - making a tornado has never been easier.
Render Warps
Whether you want to create a special effect or need to tweak a final animation, with Render Warps there are many more possibilities. With just a few mouse clicks users can warp their cached simulation and watch the resulting deformation directly inside the Viewport, FumeFX Preview Window, or in rendered images.
Effectors
Gain creative control over almost every simulation parameter and field. With Effectors it is simple to control vorticity by velocity or to generate smoke based on any other channel value. Effectors take channel data to the next step.
Post Processing
The Post Processing lets you retime caches, bake Render Warps, convert between various formats, or improve cache fetch and save disk space by excluding channels that are no longer needed in your workflow.
Rendering
FumeFX for 3ds Max has its own shading support for 3ds Max Scanline, mental ray and VRay. Other renderers like Arnold, Redshift, Octane and Corona can render FumeFX caches by using the OpenVDB file format.
Render
FumeFX has its own built in illumination map and multiple scattering models for faster rendering. It also supports the rendering of the motion blur.
Shading
The FumeFX shader incorporates the Black-body fire shader with artistic-friendly controls, render sharpening for crisp details and smoke color based on the simulated color.
OpenVDB
Each 3rd party renderer that supports OpenVDB format allows user to render FumeFX .vdb caches.
Autodesk 3ds Max 2014 - 2020
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1 review
100% of reviewers recommend this product
Unbelievable realism!
This is one of the few plug-ins you really need to have for 3dsMax if you are serious about VFX.The level of detail and realism is unmatched! I tried Phoneix FD before but wasn't really happy with the results. The fire and smoke never looked the way I wanted them to look. But with Fume you can make the simulatiosn exactly look like you want them to look.The only bad thing you could think about is that the simulation times can take a while, or an hour, or three. But quality needs its time. And if you come back after a long simulation and you see the final results you'll be more than happy. The finished simulations really look photo realistic! And as far as I know it's the only affordable solution that can do photo real simulations.5 Stars!!!!!
Would you recommend this product to a colleague? Yes
By: Moritz Lüdtke
Date: April 09, 2012
Page 1 of 1
FumeFX™ 5.0.3 for 3ds Max® release
May 05, 2019 - Sitni Sati releases FumeFX™ 5.0.3 update for Autodesk® 3ds Max®. In addition to bug fixes, this update includes new FumeFX 4 Solver option, tyFlow support, GPU Viewport Multiview, 3ds Max® 2020 support and more. With FumeFX 5 release there were many changes and improvements throughout the simulation core which inevitably led to quite different simulation results when compared to previous FumeFX version. The newly added option to use the FumeFX 4 Solver will allow users to achieve similar results compared to FumeFX 4 with benefits of FumeFX's 5 features.
- 3ds Max® 2020 support.
GPU Viewport
- Added Multiview option.
- Added Arnold light approximation to the FumeFX GPU Viewport.
- Changed default option for Show Fire and Smoke in viewport which is now enabled by default.
- Fixed Playback From/To parameter change didn't trigger viewport refresh.
- Fixed viewport update bug when switching cache files.
- Fixed viewport update bug. In a newly created scene create a grid and run the simulation. Perspective viewport point display didn't work until the viewport was rotated.
- Fixed 3ds max crash if you pick Arnold Light from FumeFX Light pick dialog.
Simulation
- Added option to use the FFX4 Solver.
- Added ability to select tyFlow particles from Particle Source.
- Added support of tyFlow's float and vector particle channels for the Interpolation controllers.
- Fixed FumeFX Wind didn't show parameters inside the Track View
- Fixed bug where VDB files with conservative advection and sub-steps didn't retime properly.
- Fixed MXS that was broken pre 3ds max 2019
- Changed Default Vorticity II values. New default for Strength is 0.9 and for Vortices Scale is 0.01.
- Changed MXS GetPath() that will now return extension as well.
Rendering
- Fixed bug that caused Arnold renderer to hang if two or more FumeFX grids were in the scene.
What's new in FumeFX 5.0.2
GPU Viewport
- Fixed FumeFX GPU display offset when grid spacing was very low.
- Fixed non-functional FumeFX GPU display on certain combination of graphic cards and drivers.
Simulation
- Fixed crash when trying to continue simulation from current frame.
I/O Subsystem
- Added vdb support for Wavelet Turbulence simulation.
- Fixed presets saving error for 3ds max 2014.
Rendering
- Added VRay® 4 support.
- Added Arnold® 5.2 support.
- Added 3rd party vdb caches support for FumeFX Standard Shader and Arnold.
- Fixed Arnold renderer could render fuel instead of smoke bug.
- Added Standard Shader support for Arnold AOV's - normal, motionvector and depth.
What's new in FumeFX 5.0.1
Workflow
- Fixed FumeFX Sources created from the FumeFX toolbar had random colors.
- Fixed Effector’s influence display in viewport.
Simulation
- Speed improvements for the QCG solver. Updated solver is now able to use nearly 100% CPUs even on machines with 20+ cores. This optimization has resulted with up to 20% faster QCG compared to FumeFX 5.0.
- New FumeFX Wind force with artist friendly options. In addition to 3ds max Wind, the FumeFX Wind has the falloff applied to the turbulent force. It also has additional options such as falloff ranges, various falloff types and probably the most important - visualization of the Wind force field direction and strength.
- Significant speed improvements of the 3ds max Wind force.
- Fixed color channel bleeding during the simulation.
- Fixed Turbulence Noise Scale Effector crash.
I/O Subsystem
- Fixed I/O crash on machines with 48 and more threads.
- Fixed deferred caches so they wait for large caches to be completely written to disk.
Rendering
- Added Arnold renderer support for the FumeFX Standard Shader (requires FumeFX shader license).
- New built in FumeFX-Arnold Volume that supports Arnold’s Standard Volume shader (does not require FumeFX shader license).
- Shader license supports FumeFX Standard Shader for mental ray and for Arnold. Old FumeFX-mr shader licenses for 3ds Max will work with Arnold as well.
What's new in FumeFX 5.0
Workflow
- FumeFX GPU* accelerated display has been integrated within the 3ds Max viewport. The new display includes volumetric shadows, proper geometry occlusion and instant shader feedback.
- The Data preview has been changed and allows user to choose voxel display size.
- New FumeFX toolbar that provides access to FumeFX and source creation as well as simulation control.
(*) supports 3ds Max 2016 and newer
Simulation
- With the new advection type in the arsenal, FumeFX can easily create fluid flows that minimize numerical losses even after 900 frames of animation.
- Simulation core redesign allows usage of complex geometry instead of using proxies without breaking the solver or causing instabilities.
- Smooth retiming regardless of simulation sub-steps and retiming scale factor.
- Depending on the scene setup, the latest version of FumeFX delivers up to 20% faster simulation.
- Ability to retime simulation during the Wavelet Turbulence pass.
- Vorticity II optimizations include faster calculations and lower memory requirements.
- Improved simulation scaling. Grids of different spacing will result in similar simulations. FumeFX 5 also improves scaling with CPU cores used in simulation.
I/O Subsystem
- The new lossy .fxd compression allows per-channel compression quality and mixing of lossless and lossy channels inside the same cache file.
- State of the art multithreaded .fxd I/O for ultra fast caches saving and loading.
- Load caches at user-defined reduced resolution allows artist easier viewport manipulation and rendering setup.
- Minimize grid during the cache saving produces smaller files that save faster and render faster.
- FumeFX 5 writes OpenVDB caches in a form that makes them easily readable inside the Arnold Volume Grid, Redshift grid and even Houdini. The FumeFX vdb cache will be correctly positioned which makes any OpenVDB workflow straightforward.
- Various OpenVDB caches optimizations and fixes.
Rendering
- Gridless Advection allows usage of exported velocities or 3D texture to create additional detail.
- Direct rendering support with Corona renderer.
FumeFX Explosion Basics in 3ds Max/ by Anselm von Seherr-Thoss - Incendii VFX
3.5 hours of free explosion basics tutorials for 3ds Max / Sitni Sati FumeFX, plus tips and techniques, “anatomy of an explosion”.
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Madhan at CGTuts+ shows you how to create a campfire with 3ds Max,Thinking Particles,FumeFX, and Adobe After Effects. Who brought the marshmallows?
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Post by Vikrant Dalal at CGtuts+ - Create an smoky ghostlike character or object using Sitni Sati FumeFX for 3ds Max and Krakatoa. He finishes in After Effects. Project file with a sample character is included.
More..Create a Fireball with Autodesk 3Ds Max and Sitni Sati FumeFX
Vikrant Dalai explains how to make a fireball with a smoke trail for use in your space war film, video game or dinosaur extinction recreation documentary.Vikrant says: 'In this tutorial, I'll show you how I created this fireball with the help of 3ds Max and the FumeFX Plugin. There are different types of techniques we can use to make this effect in FumeFX - e.g. Simple Sources, Object Sources, Particle Sources, etc. But this time we will use a Simple Source. And for this purpose we are going to use three different Simple Sources, some standard lights (Target Spot & Omni), and the default Scanline Renderer.'
More..Creating a Tornado with RealFlow and FumeFx
Using Next Limit RealFlow and SitniSati FumeFx for Autodesk 3ds Max you can create a twister of this very nature! Watch this tutorial to see how!
More..FumeFX Pyro Explosion Shader
Carlos Parmentier has a nice tutorial on using the Pyro explosion shader in FumeFX to get exactly the look you want.
More..Rendering FumeFX in 3ds Max
Check out this great Tutorial from Sam Wickert on rendering FumeFX in Autodesk 3ds Max for Adobe After Effects. Well, thats a doozy…. better just watch the tutorial!
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