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FumeFX GPU Color From PhysX Contact - 3ds max tutorial

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Feb 11, 2026
13:46

In this tutorial, you’ll learn how to use NodeWorks and PhysX to drive particle color and FumeFX GPU smoke color based on rigid-body collision locations in 3ds Max. We’ll set up a PhysX-driven particle workflow, including physically accurate mass handling, collision groups, and cached simulation for reliable results. You’ll see how to sample texture color at collision points using PhysX Results, Object Test, and Texmap nodes, and store that data in custom channels. Next, we’ll connect NodeWorks to FumeFX GPU, emitting colored smoke directly from particle shapes while preserving motion and color data. The tutorial also covers practical tips for caching, tab management, and optimizing both PhysX and FumeFX simulations. Finally, we’ll walk through a clean Arnold rendering setup to visualize collision-driven smoke color without resimulating. With the FumeFX 7.5 update, artists gain NVIDIA® CUDA acceleration that delivers, on average, 2× to 5× faster simulation performance compared to CPU-based workflows. FumeFX GPU simulations also avoid typical GPU memory limitations—if available GPU memory is exceeded, the simulation automatically falls back to CPU mode. This allows even the most complex, memory-intensive simulations to complete reliably without interruption. Simulation computed on NVIDIA RTX 4090. #FumeFX #3dsmax #VFX #GPUFluids Get your 30 days FumeFX trial and start learning FumeFX and NodeWorks now. https://afterworks.com/Trial.asp More information at our FumeFX fb group: https://www.facebook.com/groups/164868190323236

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FumeFX GPU Color From PhysX Contact - 3ds max tutorial | NatokHD