ver. 4.0.6  

- The core of FumeFX's simulation technology is VoxelFlow - an application independent solver that is capable of simulating gaseous fluids.

- VoxelFlow is based on solving physically based incompressible Euler equations (mass and momentum conservation) using techniques that are production-proven. It is also a voxel-based fluid dynamics simulator, which means that it divides space into cubes called voxels. Each voxel represents one unit of a gaseous medium with properties such as velocity, temperature, amount of fuel or smoke, and so on.

- FumeFX 4.0 features a new solver type (QCG) which is much faster than the CG solver found in previous versions.

- FumeFX is capable of simulating color propagation which adds additional realism to rendered images.

- Starting with FumeFX 2.1, VoxelFlow is equiped with Advanced advection that can help combat numerical dissipation. It's use results in motion with many small scale vortices and smoke that stays detailed even during the long animations.

This animation shows the difference between all three types of advection

- Fluid motion is affected by a combination of physical forces, such as buoyancy, gravity, pressure and user defined forces, such as 3ds Max space warps or the movement of solid objects.

- FumeFX supports variable density solver that uses smoke density and temperature as a variables. The result of this addition is increased physical realism, where cooler air and heavier smoke will have stronger inertia compared to hot air and lower density smoke.

Variable density solver - high density smoke pushes low density smoke

- If there is a need for very specific data manipulation, users can use MAXScript to find and adjust values for any voxel or point in world space.

- FumeFX simulation is scalable, which means that both coarse and detailed simulations will produce similar results, making it possible to compute previews in minutes.

- On the images above we were timing 45 frames of simulation using various grid spacing.