i could take a look later today and let u know 
Fume FX on Maya !!!
Here is a test scene.
Simple fume grid with 3 simple inputs, each with a different color.
Got the grid outputting to a particle system, the particle location and velocity. However the color is being tricky. If I map the Ffx Color U and V to RGB PP it does render but only white.
looks like its not possible, or i dont know how,
i think particles are based on the grid and not per emiter, so im not sure u can sample the color to particles…
Your scene seems to be empty. Anyways, UV are not enough to pass color to particle. You also need W coord. Anyways, I think this might work like in Fluid Maya effects - that you need to pass a position to grid and THEN sample the value (color eg.) I think simple particleRgbPP = fumeShape.Color[u][v][w] even though would be awesome, knowing Maya it won’t work.
Yeah I tried to open it in 2012 - as only there I got Fume installed. Strange though, that maya dodn’t give me any error when opening the scene file. That’s why I considered it empty.
i found an solution for guys who couldnt manage to render with mr 
its simple, and this is for maya 2014 solution,
as we all know, mr is now separated from maya install and location of mr is in program files/autodesk
so when fumefx installs shaders for mr, installer copy them to maya/mentalrayForMaya2014
but for some reason mr cant see this location…
all u need to do is to copy from mentalrayForMaya2014 dir shaders directory to c:\Program Files\Autodesk\mentalrayForMaya2014\ or where ur mr location is
and have fun
hope this helps
cheers
Has anyone managed to get motion blur working? I’m noticing a little difference when I have it enabled, but nowhere near the amount I would expect.
Anybody here running Fume for Maya simulation licenses? I’m having some problems getting the wavelet extra detail channel to work command-line using a sim license. If I pull an interactive license, I don’t have the problem.
Just hoping somebody can confirm the issue exists.
Turns out there is a issue with Fume and maya’s ascii format. Binary works fine. We’re hoping that and the cache file permission issues are resolved in a upcoming release. Authors are aware.
oh cool, how come u use .ma? dont know but im a fan of binary formats 
great to know that fix will be resolved… thx for info
cheers
.ma is often used for debugging purposes. It’s easy to just open it in a text editor and delete anything that may be causing problems, especially notoriously stubborn dirty nodes “cough…cough… dirty turtle nodes all over the place”
Also before there was the option to ignore version when opening a file, it was the go to way to enable file reads in differing versions of Maya.
Hey guys, I’ve run into a problem using arnold in fume:
If my grid is boundless it all simulates fine and looks fine in the GPU preview and the viewport, but when I render with Arnold it only renders what’s inside the original sized grid, not the resized, adaptive grid, and so cuts off everything outside… I’m having to make my grid massive in order to render it all, but that’s changing the whole shape of the simulation 
Has anyone else had this issue?
