Yes, the latest 2.3.x and up can read the color channel.
FumeFX
hello
i just activate my acc. and i have problem with fume
The problem is here:
When i create fire or smoke, there is one box under my object, this box is with color of the environment map. i don’t know how to remove it

i use Iray mental ray, i use standart light, with shadow, and athmosphere tick. one time i make my smoke without this black box… i don’t know how, and what i have done, but with Iray is possible…
can someone help me?
Hello guys,
Could you explain to me how to launch a FumeFX Simulation with Backburner ?
I worked before in a studio with Deadline and with the excellent Hristo Velev’s maxscript to submit the simulation on an other computer very easily. But actually I’m a little bit lost about the process with Backburner.
I have read the help, I checkFumeFX “Backburner mode”, FumeFX is installed with full version on the renderfarm. My path cache is on the network.
When I click on : “Start Default Simulation” the simulation run on my own computer.
Thank you very much if you can help me 
Sure
- Start Manager, Server (local or on a slave), Monitor
- Enable the Backburner Mode button in the FumeFX UI
- Open the Render Dialog, Set to “Single Frame”, then switch to “Submit to Network Rendering…” Mode
- Submit the Job
- The Job Submission Dialog will open, make sure you are connected to the manager, pick a slave from the list, then Submit.
The simulation will begin if you did everything correctly. You will NOT be able to monitor the progress through Backburner, just VNC the machine and scale the window to the Simulation Progress window if you need to check on it. This is on my BBQ script to-do list.
Thank you again Johnny ! I didn’t know that I needed to set “single frame” and to check : Net Render in the Render Dialog. It works like a charm 
Cute. Too bad we see where the boundary of your fume box is in the second image. And how about a video/sequence instead?
i can put some boxes there… for the video… i need 6-7hrs to make it… 26 sec. soon i’ll make it.
Hi guys,
I’m playing with emitting colors. So i started with just an animated color. I made 6 keys on color (in the emitter), so that is would change overtime
from red > yellow > green > blue > pink > red. Hue from 0 to 255.
but somehow in my sim only three colors (of my keyed colors) blend. It start with red, but the next color is not yellow but pink, like its going the wrong way. And it stops on blue. Nothing i was expexting to be. Am i doing something wrong?
oddly enough in 2014 i noticed that the color doesn’t take effect until i resim the smoke after the color has been changed…why is that? super odd.
You need to check your keys and tangents to make sure that they are not dipping into color ranges you do not want them too. Your default Tangents will be set to Bezier, this can cause problems, change them to linear. Make sure the keys are also in the correct Y locations in the track.
Odd yes, what version of Fume are you running?
I like it it’s very cool as it is I can’t imagine how much cooler it can be with all the colors working.
Thank you johnny, that was the case
Dunno why i had only 2 keys, at the start and in the end, and the between color was just a blend od those 2. Somehow my keys didn’t key properly before.
Secondary question: when i want to use effector for coloring (or even any other operation) how do i guess the numbers?
What i guess is that:
- Fire, Fuel, Temp is between 0 and 100 (0% and 100%)
- Smoke, Velocity is between 0 and 1 (0 for 0%, 1 for 100%),
am i right? Or are these values are my scene units? eg. temperature 100 is 100degrees or 100% of my source temperature?
Hristo and Johnny, thank you.
Józef,
Don’t forget that you can view current grid channels in FFX Viewport options. Temperatures, Velocities with min/max values. It can help to figure out which portion is needed.
P.S. pozdrowienia z Wilna! 
hey all,
I have a small city scene where there are multiple fires burning and a couple of explosions happening across a camera movement down a street.
I have about 5 containers in theory to contain the various fume effects, is there a way to do this in one shot or is it a case of rendering out each sequence and then comping it in (which is going to be a challenge). If it is the later, I assume I would need a pass of just the city and then a matte shadow pass for each of the effects? I have little experience with that side of it, but if that is the correct concept then I will track down some matte / shadow tuts.
Thanks for any info.
S.
Hi everyone, I had a question again :bowdown:
Please take a look of this video first.
http://youtu.be/7B5njxFFE_E
I’m using FumeFX 3.5.2 for maya 2014. As you can see in the video, the left hand side is default sim, and the other side is wavelet sim.
As I know, the wavelet mode operates on the default mode caches by upscaling them and applying procedurally generated detail and swirling.
So, why the result of my simulation look so “low quality”? Is it a bug or I missed something?
Here is my setting and my viewport in maya. It’s look so different with my rendered images.
Default setting:
http://postimg.org/image/z6e8bvnjt/
Wavelet setting:
http://postimg.org/image/kv9ff8hsd/
Thanks you for your time! :bowdown: :bowdown:
Hi guys!
somebody, please tell me)
- can fumefx mix two colors from different emitters (!not texture, without krakatoa)
like phoenixFD does:

*from https://vimeo.com/86036787
thanks : ]
Thx
pozdrowienia z Lublina 
Yes it can. Make sure u are simming color channel, your emitters emit different color and in render tab choose ‘from grid’
If I understand correctly-the sims are planned you are just wondering about rendering.
For maximum flexibility you are best off one render layer for each effect.
IF the camera move (or lack there off) allows you to avoid the effects ever overlapping each other - you could combine the non-overlapping FX on the same render layer-although you might find you need to then mask one if you want to do some exclusive color correction, etc on it. Separate render layers would not need that workaround however.
If you saw this happening to you a lot in the future you could try one of the render pass plugins for max-to make it easier to manage this sort of thing. LPM comes to mind-but not sure if it still exists.


