Sitni Sati FumeFX for 3ds Max v4.0

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One of the Fastest and Most Flexible CG Fluid Dynamics Simulation Systems Available

FumeFX is a fluid dynamics engine designed for simulation and rendering of realistic fire, smoke, explosion and other gaseous phenomena. It's versatility, robustness and intuitive workflow makes it a perfect solution for the most demanding tasks in the computer graphics industry. The core engine allows user to interfere with simulation computation at the lowest level.


FumeFX 4.0 offers many new features that help simulations to run faster and with more detail. 

The new FumeFX 4.0 QCG solver is up to twice as fast than the CG solver found in FumeFX 3.0. Along with other simulation optimizations, FumeFX 4.0 can complete simulation faster than any previous versions of FumeFX.  New vorticity type has additional control over vortices which helps user to fine tune the final result. The highly optimized Spline Follow force field allows various special effects that were impossible before. 

Built-in Black-body radiation shader is a new powerful tool for achieving realistic fire and explosion animations.  Features such as faster solver, advanced vorticity, smoke and fire sharpening and improved caches handling will allow users to create more detailed simulations in less time.

Effectors are the most valuable and the most powerful feature of this release. With just a few mouse clicks, artists can tweak the laws of physics or alter any simulated field based on built-in rules. For example, Effectors can drive setups where vorticity is controlled by velocity, gravity is controlled by smoke color and fire is created in voxels where velocity is above a user-defined threshold. All of this can be further refined by powerful test conditions or even confined to the Effector's gizmo.

RenderWarps are another great tool that will find application on many VFX shots. This feature allows users to apply space warps such as FFD, Bend, Taper and Noise to precomputed FumeFX caches. As RenderWarps are a post-process, re-simulation is not needed.

N-Sim enables artists to connect several grids together and execute their simulations simultaneously as one big simulation. This approach can be invaluable for increasing the level of detail in scene setups such as a rocket launching.

The GPU accelerated Preview Window is another time-saver, providing instant feedback for adjusting rendering parameters. Self-shadows are computed extremely fast and the user can orbit the camera around FumeFX with self-shadows in real-time(1). FumeFX also supports preview with geometry included in simulation.

FumeFX has been production proven in titles such as Hugo, Ghost Rider: Spirit of Vengeance,Thor, Priest, 2012, Skyline, Suckerpunch, Spiderman 3, X-Men Origins: Wolverine, Superman Returns, Iron Man, The Host (Gwoemul) and various games cinematics such as Warhammer Online, Classic Transformers, Dante's Inferno and others.

Key Features:

  • Production proven results demonstrate this technology's ability to achieve realistic smoke and fire effects for cutting-edge industry applications.
  • FumeFX supplements the user's artistic vision with the power of real-world physics for the ultimate in both style and realism.
  • GPU accelerated Preview Windows with self-shadows and geometry.
  • A multitude of parameters and FumeFX helpers give users maximum control of the fluid's behavior and appearance.
  • Easy to use, basic effects can be created with just a few clicks.
  • Options include the use of powerful AFC and Gradient controls, which are unified through all Sitni Sati products.
  • Plug-in design incorporates extensive support for Particle Flow and Thinking Particles.
  • Dynamic simulations allow for bi-directional influence between FumeFX and particle systems.
  • Advanced scripting via MAXScript is possible with almost every aspect of FumeFX, including access to all simulation data.
  • FumeFX is capable of dynamic interaction with other scene objects.


  • New and faster solver since FumeFX 4.0.
  • Advanced vorticity type.
  • Simulation of nested grids in one go (N-Sim).
  • Powerfull Effectors that can control almost every parameter on a per-voxel basis.
  • Application of various Space Warp deformers on caches.
  • Particle Source controllers provide support for ParticleFlow float and vector channel access. It is also possible to pick any Particle Flow event directly.
  • Field3D and OpenVDB 3.0 I/O support.
  • FumeFX can use Variable Density solver that uses smoke density and temperature as variables.
  • Start simulations from scratch or by using other simulation results as a starting point.
  • Stop, pause and continue simulations at any point.
  • E-mail notifications.
  • Simulation is multithreaded - users can select how many CPU's to dedicate to their simulation.
  • Users can watch the simulation progress in the interactive GPU accelerated Preview Window.
  • Interactive simulation allows user to change almost every parameter during the simulation and see it's influence on the simulation result.
  • Draft simulations can be created in mere minutes for fast previewing.
  • Multiple advection schemes that can minimize numerical dissipation.
  • User has control of which data is written to output files for rendering and further processing.
  • Wavelet Turbulence algorithm quickly adds extra detail to low resolution simulation caches while preserving the existing overall motion.
  • Retimer is a very efficient and fast method to slow down or speed up caches without the need to re-run simulation.
  • Post Processing module can significantly reduce cache size by optimizing grid size around smoke/fire. It also allows users to decide which channels will be excluded from the final caches.


  • mental ray for 3ds Max renderer support - available for both Windows and Linux.
  • The GPU accelerated Preview Window gives users almost instant feedback on render settings.
  • Fast self-shadowing is produced through an Illumination Map which is integrated inside of the FumeFX object.
  • A highly efficient Multiple Scattering model enhances light dispersion throughout fluid and between multiple FumeFX grids.
  • Smoke and Fire sharpening.
  • Built in motion blur.
  • Fluid Mapping integrates procedural map details with fluid motion.
  • The dynamic FusionWorks atmospheric renderer provides:
  • Render Elements: Fire, Smoke, Velocity
  • Proper blending with AfterBurn and ScatterVL Pro.
  • Balanced mixing of FumeFX and compatible atmospherics with 3ds Max Fog
  • Ability to apply Image Motion Blur
  • Option to affect Effect Channel
  • Z depth


What's New in FumeFX 4.0

  • New, faster solver.
  • New vorticity type.
  • Sharpening of various channels during the simulation.
  • New burning model with oxygen.
  • Wavelet or Post simulation to be able to wait for caches (DC-deferred caches option).
  • Infinite nesting of N-Sim grids.
  • Email notifications.
  • Spline Follow force.
  • Faster application of objects and sources.
  • Defector objects voxelization resolution and minimal voxelization.
  • OpenVDB support.
  • Effector has an option to use a 3D Texmap for input.
  • Field3D and OpenVDB importer allows for channels assignment.
  • PRT|PDC particle system.
  • Direct picking of ParticleFlow events.
  • ParticleFlow float and vector channel access.
  • Motion blur rendering support.
  • Black-body shader.
  • Support for VRay’s deep data.
  • Sharpening of fire and smoke at render time.
  • Recently used caches list.
  • Caches drag and drop.
  • Quick path/filename versioning.
  • Cache files delete.
  • FumeFX.ini location can be defined with the environment variable FUMEFX_INI.
  • Read-only mode so that user can’t overwrite caches by an accident.
  • CPU Preview Window can have shadows as well.
  • Shadows inside the 3ds max viewport.
  • Preview Window exact window size.
  • MXS: CancelSimulation(), StopSimulation(),DeleteCaches(),ResizePreview(width, height).
  • Support for 64-bit Windows only.

What's new in FumeFX 3.5

+ Boundless grid
+ Added support for Field3D file format.
+ Changing the Effector's name will automatically update its name inside the FumeFX UI.
+ Continue from cache in a bigger grid. Useful if smoke hits the grid boundary. If that happens, simply expand grid boundaries and continue from an earlier fdc file. Works only for adaptive grid.
+ Volume emission with Object Source. If using a Map within the source, make sure that Map coordinates are set to Explicit.
+ MXS command ffxSilent - no Message box will show up (like Stop/Continue, etc).
+ Multiple Scattering for PreviewWindow
+ Multiple Scattering option to cast and receive, so if you have a scene with many grids and want to avoid MS computation overhead, this should be handy.
+ Ability to imprint various info to the Preview Window output.
+ From the Obj/Src rollout, right click on object/src to select it in the viewport that will automatically enable PinUI option. Multi selection is also possible,
+ Paths will show inside the Asset Manager
+ Pin UI will keep the UI opened even if FumeFX is deselected. You can position lights and objects and GPU PW will update as well.
+ Preview Window has a new menu option "Lock to Viewport", so you can work on the scene setup in various viewports and PW will always display the chosen one.
+ FumeFX Gravity parameter can have negative value
+ Sim Loop Mode option to reset sim at the beginning of each loop.
+ Added tooltips to output paths text boxes, so that users can see very long paths.
+ Added support for picking groups of nodes from Scene Selection window. Works with:
- objects list
- illumination lights list
- object source objects list
- particle source particle list
+ Added support for changing parameters for FumeFX deflector objects for all group members if grouping button is enabled ('G')

What's New in Version 3.0

  • Effectors that can control almost every parameter on a per-voxel basis. By using Effectors, users can alter important aspects of simulation in creative way. It is easy to adjust vorticity strength based on velocity, smoke density and many other parameters.
  • Support for Color channel.
  • New Rollouts for Color and Velocity channels.
  • Illumination Map have a user-defined output path.
  • Support for Multiple Scattering between FumeFX grids.
  • Added N-Sim mode. It allows you to simulate nested grids in one go with the ability for fields from one grid to pass into the other grid.
  • FumeFX can detect its own motion and pass it to the simulation.
  • AfterBurn 4.1 Void Daemon support during Rendering.
  • Render Warps - support for Space Warps during rendering. They can be used to deform FumeFX grid and voxels after the simulation is done. This option includes new controls on the Rendering rollout.
  • FumeFX Tex3D Texture Map is a new map that can read data from the FumeFX grid. It can be used to produce heat distortion effects by using 3ds max's Raytrace material.
  • FumeFX SL is now controlled by the FumeFX.ini file or the preferences dialog. Before it is fully enabled, 3ds max must be closed and re-opened.
  • There is now the ability to choose various criteria for grid expansion (eg, Smoke,Temp,Vel)
  • Simple Source can now use maps like Gradient Ramp with correct UVW mapping coordinates.
  • Users can now create and add sources or effectors directly from the FumeFX interface in the "Object/Sources/SpaceWarps" dialog.
  • Turbulence Noise now has a preview window.
  • Preview Window now has the option to render all grids in the scene at once using the new Multiview option.
  • New GPU mode for the preview window, which supports scene objects and self-shadowing.
  • Preview Window supports output to AVI and PNG. FumeFX can now create PNG preview files during simulation. Preview .avi files will now be played with your default player.
  • Improved smoke and fire Render Elements.



Autodesk 3ds Max 2012 - 2017

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Customer Reviews

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

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