Fire, smoke & multiphysics for production
GPU-accelerated fire, smoke and explosions for 3ds Max and Maya, plus liquids, ocean, cloth and destruction in 3ds Max — built on a quarter-century of visual effects expertise.
A visual effects software company
Elevate your artistry and experience the difference that a quarter-century of expertise and passion can bring. From GPU-accelerated fire, smoke and explosions to cloth, liquids, ocean and soft body dynamics, our tools are designed for the diverse needs of visual effects professionals — with a constant focus on realism and versatility.
2–5×
Faster simulation with NVIDIA CUDA GPU acceleration
170+
Ready-to-use NodeWorks nodes in 17 functional groups
7
Simulation modules in FumeFX for 3ds Max
25+
Years of experience building visual effects software
FumeFX for 3ds Max
One package. Every element.
GPU fluid dynamics meets NodeWorks — a node-based multiphysics system for liquids, ocean, particles, rigid bodies, cloth, soft bodies and voxels.
FumeFX overview
Fire & Smoke
NVIDIA CUDA accelerated fire, smoke and explosions with two-way rigid body coupling and native OpenVDB support.

Liquid
Fast, volume-preserving GPU liquids with foam, phases and ISurf meshing.

Ocean
GPU spectral ocean with foam, spray, boat wakes and buoyant two-way dynamics.

NodeWorks
Node-based multiphysics with over 170 ready-to-use nodes in 17 groups and built-in C# scripting.

Particles
PhysX rigid bodies, Voronoi fracture, swarms, splines and Alembic export.

Voxels
Direct voxel access, custom force fields and advection of millions of particles.

Cloth & Soft Body
Particle-based cloth, soft and inflatable bodies with precise tearing and plasticity.
New in 7.6 for 3ds Max
Faster solves. Editable caches.
FumeFX 7.6 for 3ds Max brings a new multigrid solver, caches you can up-res and retime as they load, and a rebuilt NodeWorks ocean. FumeFX 7.5 with GPU simulation is also available for Maya.
Multigrid PCG solver
Up to twice the GPU speed of the previous solver, with the biggest gains on the largest grids.
Up-res and retime on load
Change a cached simulation as it loads — no re-simulating, no re-caching.
Rebuilt NodeWorks Ocean
GPU Kelvin wakes, a 2D flow solver and whitewater foam and bubbles.
Products
Tools for every pipeline
FumeFX is available for 3ds Max, Maya and Cinema 4D. A single Workstation subscription covers both 3ds Max and Maya.

FumeFX for 3ds Max
The complete VFX package: GPU fire and smoke plus NodeWorks liquids, ocean, particles, cloth and voxels.
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FumeFX for Maya
GPU-accelerated fire, smoke and explosions for Maya, with Arnold rendering.
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FumeFX for Cinema 4D
High-end fluid dynamics for Cinema 4D with native Arnold, Redshift and Octane support.
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ScatterVL Pro
A free volumetric light shader for 3ds Max with precise control over atmospheric light.
Learn moreProduction proven
Trusted on blockbuster films and game cinematics
Over two decades of development FumeFX has become an integral part of major studio pipelines — from Dr. Strange, Thor and Roland Emmerich’s 2012 to game cinematics like StarCraft II, Assassin’s Creed Revelations and the Warhammer series.
- Blizzard
- Blur Studio
- Luma Pictures
- Pixomondo
- Iloura
- Hydraulx
- Mr. X
- Uncharted Territory
Showreel
Feature film and games reel
Studios such as Blur, Luma Pictures, Pixomondo, Iloura and Hydraulx have relied on FumeFX for blockbuster films and game cinematics — from Thor and Dr. Strange to StarCraft II.
Testimonials
What the industry says
Fume FX is our goto package for all of our atmospheric needs. Fume's quality and speed are unparalleled in any other package. Our cinematics rely on Fume's ability to provide amazingly realistic, highly detailed, fantastic simulations which help bring Blizzard's worlds to life.
FumeFX's speed, usability and quality made it our tool of choice while working on “Thor”. Its cross platform API allowed us to create a suite of tools to visualize and render our simulations within Maya. This flexibility allowed us to utilize our existing lighting pipeline while integrating Fume into our studio.
Using FumeFX since version 1, I have watched it grow from something great to something truly amazing. Every project I use it on it proves itself more and more to be hands down the fastest and most economical fire/smoke solver out on the market.
Fume FX is already the industry standard in Hollywood for recreating realistic pyrotechnics such as fire, smoke and explosions and other atmospheric FX. It is used by many of the leading visual fx houses around the world for movie and game production.
FumeFX has been an essential part of our pipeline since it was first released. We rely on FumeFX to create everything from the most demanding fire and smoke simulations to more subtle atmospheric effects such as dust and sand.
FumeFX 2.0 is a huge step forward. The new post-processing features enable artists to re-time and add extra detail through wavelet turbulence greatly reducing the time needed to create simulation iterations. FumeFX 2.0 improves on a tool that was already best-in-class.
In our production, we are using Fume FX since version 1.0 and we found it to be highly reliable and optimized fluid simulation software. Not to mention that it's highly versatile and really enjoyable tool to work with.
FumeFX is an amazing plugin for fire and gas simulations. It works perfectly for us at the Calgary Fire Department. A lot of the fire fighters here have noticed how much more realistically the fire and smoke moves and how well it reacts to environments.
Interviews
Behind the shots
Supervisors and artists from leading studios on how FumeFX fits into their production pipelines.

Destruction and particle dynamics on 2012, Sucker Punch and Iron Man 3; FX lead and co-founder of Bottleship.
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Award-winning VFX TD on Avatar, Transformers 4, Star Trek – Into Darkness and COSMOS: A Spacetime Odyssey.
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The Santa Monica facility behind Thor, Captain America and the Underworld series on bringing FumeFX into Maya.
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Blur Studio's FX Supervisor on producing award-winning cinematics with FumeFX.
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From tradeshow graphics to feature film work for over 20 clients since 2009.
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How Luma put FumeFX for Maya and the Arnold shader through its paces on Marvel's films.
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Emmy award-winning FX artist and Autodesk Max Master on Star Trek, Transformers 3 and Looper.
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The creative studio on the FX work behind Ghost Rider: Spirit of Vengeance.
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Try FumeFX free for 30 days
Download a trial for 3ds Max or Maya and see what FumeFX can do in your own scenes. Free access to the online documentation helps you get started.


























