So I’ve been working with this scene for awhile, and when I first put it together the fire in FumeFX would render perfectly fine. I decided to add a volumetric light through the window and now I can’t get the fire to show in the renders. Any idea what’s happening and/or how to fix it? I can attach the scene file if it would help to diagnose the problem.
FumeFX render not displaying fire
did u add ur light in illumination tab in fumfx window? what do u mean by volumetric light ? is it different from standard target kind of ? :eek:
Yes, I did add the light. The problem I’m having now (I didn’t realize it was happening earlier) is that the fire is displaying, but it’s grey and transparent when I render. Not the look I see in the preview window from FumeFX during simulation. Any ideas how I can fix this and make it turn back to the orange flame?
To answer your question about the light, it is a targeted spot light with a volumetric effect on it. I don’t know how else to describe it.
Here’s a render to show what’s going on.
Its probably due to the fact that atmospherics dont blend properly in max. The fusion works one is supposed to handle it but you may need to read up on what is supported as I cant really remember off the top of my head.
Try changing the order of the atmospherics, or render out to different passes and comp them together.
I’m not familiar with FusionWorks. I went to the Sitni Sati website and tried to purchase it, but it’s not listed as an individual product. Any idea how I can get it, or if it’s combined inside another program by chance? I think I might need to use ScatterVL Pro possibly, the description looks like it might deal with what is going on.
FusionWorks is their standard volume render effect engine. It comes with FumeFX and Afterburn, and probably anything else they make.
It usually pops up automatically when you render. Are you using scanline?
Fixed!!! So no, I am not using scanline. I realized what you meant by fusionworks finally, though it was right infront of me the whole time. I opened the atmospherics window and looked at the frVolume atmosphere that was listed underneath fusionworks and changed a couple things (I forget what I changed exactly) and then I looked in fusionworks and found a little check box for “color correction” that was unchecked. I checked it, then rendered and the color of the flames was perfect. Unfortunately the attenuation for the frVolume light by default was set to a bright blue, so I had to change that and am rendering again now, but everything should be fine with that change I hope. Thanks so much for the help on this, I appreciate it greatly.
-ArtisticDreams
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