Sitni Sati

Sitni Sati A visual effects software company developing tools for Autodesk 3ds Max, Maya and Maxon Cinema 4D.

ISurf is a flexible isosurface meshing tool that can mesh particles, PBD liquids, and FumeFX simulations. In this tutori...
21/05/2026

ISurf is a flexible isosurface meshing tool that can mesh particles, PBD liquids, and FumeFX simulations. In this tutorial you'll learn how to use ISurf with both FumeFX and NodeWorks PBD liquids, covering color transfer, smoothing, bounding boxes, and velocity-based mask filtering.

This tutorial covers how to use it ISurf mesher on both FumeFX simu...

Since version 7.30.02, V-Ray reads NodeWorks instances and custom channelsnatively. Per-particle color and custom data f...
20/05/2026

Since version 7.30.02, V-Ray reads NodeWorks instances and custom channels
natively. Per-particle color and custom data flow straight into your
V-Ray materials.

As of version 7.30.02, V-Ray directly supports NodeWorks instances andcustom channels - which opens up a fast, art-directable workflow forcoloring and varyin...

05/05/2026

FumeFX 7.5.5 has been released today with over 45 new features/improvements.
NodeWorks gets a big push this release. V-Ray now reads particle custom channels directly in shaders (V-Ray 7.30.02+) and also support NodeWorks instances. The new Shortest Path node routes particles through a waypoint field via search algorithm, with turn penalties, custom costs, and Catmull-Rom smoothing for elegant trajectories. Space Colonize brings the classic space-colonization algorithm for organic branching — vegetation, roots, lightning, veins. Fork offers a lighter procedural branching primitive for frost and twig-like structures, while Random Weighted upgrades random generation with per-option bias for realistic natural distributions. The Object Params and Shape Params nodes also got a UI overhaul, with parameters now grouped by parameter block and access to modifier gizmos.

More about this update at:https://docs.afterworks.com/FumeFX6max/Release%20History.htm

FumeFX and NodeWorks update is on the way with plenty of new features and updates. Feel free to post whichever feature y...
18/04/2026

FumeFX and NodeWorks update is on the way with plenty of new features and updates. Feel free to post whichever feature you'd like to see next.

25/03/2026

Today we have released FumeFX 7.0 GPU for Maya.
With this 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.While many sparse fluid solvers struggle to preserve convincing detail and motion, FumeFX GPU maintains the visual richness and behavior artists expect, combining high performance with high-end visual quality.

One subscription now gives you both FumeFX for 3ds Max and FumeFX for Maya at no extra cost.

24/02/2026

FumeFX 7.5.2 is here!
This update brings major workflow and viewport improvements across FumeFX and NodeWorks. Volume shader for Arnold now display proper color in the viewport, FumeFX Wind gains radial falloff, and NodeWorks introduces Single Frame mode for fast per-frame tuning.

Driving FumeFX from tyFlow is faster than ever with a new Quick Preset, one-click channel setup, and drag-and-drop particle groups directly into the node editor—plus many stability fixes and quality-of-life improvements throughout.

More about this update at:

https://docs.afterworks.com/FumeFX6max/Release%20History.htm

In this tutorial, you’ll learn how to use NodeWorks and PhysX to drive particle color and FumeFX GPU smoke color based o...
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...

02/02/2026

A Doctor Strange–inspired portal, created in FumeFX' NodeWorks for 3ds max and featured in the upcoming tutorial.

In this tutorial, we use NodeWorks particle custom channels to drive Arnold shader emission strength based on particle v...
28/01/2026

In this tutorial, we use NodeWorks particle custom channels to drive Arnold shader emission strength based on particle velocity. NodeWorks’ full integration with Arnold, allows shaders to access particle data directly — without any workarounds or hacks.

NodeWorks is deeply integrated with the Arnold renderer, giving artists precise control over advanced visual effects. In this tutorial, we use NodeWorks part...

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Zagreb

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Monday 09:00 - 17:00
Tuesday 09:00 - 17:00
Wednesday 09:00 - 17:00
Thursday 09:00 - 17:00
Friday 09:00 - 17:00

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