Release History

 

7.6

 

Released on 05.August.2026

 

 

New Features and Improvements

- FumeFX: Added a new Multigrid PCG solver (CPU and GPU) for up to 2x the GPU simulation speed compared to PCG and overall 10x faster than CPU simulation with FumeFX 5.

- FumeFX: Added a post load Fast Upres algorithm that adds detail to cached simulations on load, without re-simulating. CPU and GPU supported.

- FumeFX: Added a post load Retimer algorithm that changes the playback speed of cached simulations on load, without re-caching. CPU and GPU supported.

- FumeFX: Added a memory cache that keeps loaded frames in RAM, so Upres, Retime and Sharpen stay interactive during playback and scrubbing.

 

FumeFX 7.6 new features video.

 

- FumeFX: Shader sharpening moved to the new Post Load rollout, now unified across all shaders.

- FumeFX: GPU simulation added support for oxygen-based burning, sharpening, and Spline Follow.

- FumeFX: VDB export now supports Unreal Engine 5's VDB requirements.

- FumeFX: Added a Preferences option to highlight changed parameters.

- FumeFX: Added a new multiple scattering algorithm for Scanline rendering.

- FumeFX: GPU viewport now properly supports multiple scattering.

- FumeFX: GPU viewport display is now 10-20% faster.

- FumeFX: Post Processing rollout added options to bake Retime, Fast Up-Res and Sharpen using the same settings as the Playback rollout.

- FumeFX: Live cache retiming moved to the Playback rollout, allowing interactive playback speed adjustment without re-baking.

- FumeFX: Retired the old CG solver.

- FumeFX: Now remembers the VDB channel assignment when re-selecting the same cache file.

- FumeFX: Added a VDB channel Assign button, to re-assign channels without going through the FumeFX menu.

- FumeFX: The Simulation Status window is now resizable.

- FumeFX: Rewrote the cache loading/update code for the viewport display, for faster loading and playback.

- NodeWorks: Added the xShape object, which extracts particle shapes from a user-defined particle group into a 3ds Max object.

- NodeWorks: Added Ocean Spectrum texture that reads NodeWorks Spectrum data file and use it for geometry displacement - VRayDisplacementMod in Vector displ  Object mode support or as a bump map.

- NodeWorks: Added Ocean Spectra Mix texture.

- NodeWorks: Ocean Spectrum node can now export its spectrum parameters to a text file, but can also read and apply any spectra from the file.

- NodeWorks: Ocean Dynamics node can now export its simulation data to a binary file and use it for geometry displacement - VRayDisplacementMod.

- NodeWorks: Added a new Dyna Whitewater node for more flexible foam and bubble creation from object wakes and 2D Flow simulation.

- NodeWorks: Ocean Dynamics Object added options for engine force/direction control.

- NodeWorks: Ocean Dynamics replacing old Wake/Ripple solver with new one, supporting Kelvin wakes and GPU acceleration.

- NodeWorks: Ocean Dynamics added 2D Flow Solver with support for FumeFX and 3ds Max forces.

- NodeWorks: Ocean Foam and Bubbles can now be created by any other source and affected directly by NodeWorks forces.

- NodeWorks: Ocean added Submerged Decay option - bubbles now fade out of the surface's waves/forces/flow with depth and re-couple as they rise, for realistic underwater-to-surface motion.

- NodeWorks: Ocean spectral waves whitewater GPU simulation code is now over 2x faster.

- NodeWorks: Ocean Spectra GPU tiling and masking code is now over 3x faster.

- NodeWorks: Ocean Dynamics GPU displacement code is now over 10x faster.

- NodeWorks: Ocean Float can now use the Ocean Dynamics Flow Solver to advect any particle group over the ocean surface's custom velocity field.

- NodeWorks: Ocean Foam & Spray node renamed to Ocean Whitewater.

- NodeWorks: Memory Cache optimizations and substantial speedup of over 2x.

- NodeWorks: Instanced shape display now uses the 3ds Max 2023+ viewport instancing API, for much faster display.

- NodeWorks: Texmap slots now support drag-and-drop from 3ds Max Material Editor texmap slots onto NodeWorks texmap buttons.

- NodeWorks: Added a Preferences option to highlight changed parameters.

- NodeWorks: Extrude and Face Shatter nodes added U and V tiling options for side faces.

- NodeWorks: Vertex Color node removed the Write To Shape option and added a channel option instead.

- NodeWorks: Display Pin Value node now supports memory cache and a range of particle inputs.

- NodeWorks: Improved listbox UI controls (used in Object Params, Object Properties, etc.).

- NodeWorks: Gradient Ramp and Color Ramp UI can now float outside the NodeWorks window.

- NodeWorks: Spinner edit controls now accept the Tab key to confirm a typed value and move to the next field.

- NodeWorks: Tabs added option to invert tab states.

- NodeWorks: Comment node added option for user defined background color.

- NodeWorks: Object Properties node now lists all available 3ds Max object properties to choose from.

- NodeWorks: Regex filtering across the board now also supports specifying layers.

- NodeWorks: Object Params node added object TM (transform matrix) as an input.

- NodeWorks: Gravity node added a per-particle variation percentage.

- NodeWorks: Gen Surface node exposed pins for its Slope filtering options.

- NodeWorks: Surface Gen node's Random Uniform option is now significantly faster.

- NodeWorks: Changing a Display node's gradient no longer triggers a resimulation.

- NodeWorks: Arnold Curves node no longer restarts the simulation when changing radius scale and similar display-only parameters.

- NodeWorks: Object Test node added a polygon area output.

 

 

Fixes

- FumeFX: Random crash during CPU simulation.

- FumeFX: Emission Post process can randomly skip its tasks.

- FumeFX: MAXScript access caused scripting errors.

- FumeFX: MAXScript SetPath raised an exception when curly quotes were used instead of straight quotes.

- FumeFX: Particle Source didn't display the picked FFX PartLoad object in the UI, even though it worked correctly.

- FumeFX: Geometry Source's Controlled Object Distance option broke object animation (plus other related fixes).

- FumeFX: GPU viewport didn't properly display the Blackbody shader during GPU simulation.

- FumeFX: Voxel display didn't properly grade oxygen colors.

- FumeFX: A newly created Wavelet cache path used the _pp_ suffix instead of _wt_.

- NodeWorks: Scene objects with a negative-parity transform matrix rendered inverted (mirrored).

- NodeWorks: Ocean Dynamics object had an error in its inertia matrix that could cause instabilities.

- NodeWorks: Ocean Dynamics Bubble Depth and Convert to Foam used incorrect depth values.

- NodeWorks: Ocean Dynamics didn't apply the vertical offset to foam and bubbles.

- NodeWorks: Could crash when a particle group was deleted.

- NodeWorks: Random crash in cloth simulation.

- NodeWorks: Extrude node didn't work properly with disjointed faces.

- NodeWorks: Vertex Color node caused a collision when texmap viewport display was enabled.

- NodeWorks: Color Ramp - the Delete key didn't work.

- NodeWorks: Custom channels could sometimes display as empty in the UI when they weren't.

- NodeWorks: Object Test node reported the wrong surface area.

- ISurf: Zhu-Bridson meshing didn't work properly with the Use Particle Radius option.

- ISurf: Use Particle Radius had inverted logic with PBD liquids.

- ISurf: Didn't render correctly with Arnold when camera motion blur was enabled.