11/02/2026
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.
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 3...