View Full Version : Afterburn Question?
03-30-2012, 09:25 PM
I am planning to take a tutorial on Afterburn, but i have a couple of questions before i jump onto it.
Is Afterburn still used in the industry or is there anything else that i should pursue instead of Afterburn?
Thanks for checking the post.
03-30-2012, 10:02 PM
Depends on what you want to do with it!
Explosions and such, fire, smoke, etc. is done with FumeFX these days. But i still love the Octane shader and use it regularly for Clouds, Nebula, Ambient Athmospherics. I rendered 1080p fly thru clouds in 20sec a frame. Hard to get such fast renders with simulated fluids.
You gotta take it was it is! It is a SHADER, not a fluid simulator. It can look like smoke, dust, clouds, nebula, galaxies but doesnt move as such. Think of it literally as a shader you can attach to particles or object vertecies. If you bare those limitations in mind it still performs well :)
03-31-2012, 12:30 AM
Thanks Psychosilence. It was the kind of reply I was expecting. Now I am on with it.
03-31-2012, 02:18 PM
I may not be right, and I guess it's just a personal taste, but for me (well done, like in stormbirds (http://www.youtube.com/watch?v=Z60swNgw5O8) ) Afterburn explosion looks more real, then the explosions done with FumeFx.
Afterburn explosions looks much stiffer, powerful and faster, not "wet" and slow like fumefx.
Fumefx explosion reminds me like something is first sink in petrol, and then burned, rather then powerful explosion from the missile, or a bomb.
Again, I guess it's the matter of personal taste, or eye perception (or lack of it), but I must be honest and say that.
Anyway, one should learn the both, and pick whatever is done him the job in best way.
03-31-2012, 03:05 PM
Afteburn explosions never can look near FumeFX . They can't be compared since they not have to much equal features.
Coz it's just volume shader inside particle shape it can't produce good motion.
So the main usage of it like Anselm say - is very slow movement's , or almost static objects - clouds,volcano columns, very transparent dusts, fog , rocket trails, faraway explosions.
Fume not have a good control with textures like maya fluids, so AB can be a case sometimes.
03-31-2012, 08:36 PM
Thanks to all for the effort taken to explain things. I was in a confused state until I made this post.
Could somebody point me to some good video tutorials to learn Afterburner
Thanks all again
04-02-2012, 08:35 AM
Personally, I prefer Pyrocluster. The documentation is a lot more thorough and since its rewrite is as capable as Afterburn.
Haven't compared prices though because I use finalRender Studio Edition, it comes with Pyrocluster for free. The great thing with that combo is that Pyrocluster can be included with GI calculations in finalRender, and finalRender works well with basically every other plugin (including fumefx).
Plus all the Afterburn training is easily transferable to Pyrocluster. I went through CG Academy Afterburn Masters training with Pyrocluster with no issues.
04-03-2012, 01:20 AM
04-14-2012, 08:53 PM
I have yet to come across a project where i need to render GI with my fluids or afterburn...
04-14-2012, 09:12 PM
Sure, it isn't a feature you will use every day but that wasn't my point. It's more so the interaction between pyrocluster and finalrender, and that finalrender plays extremely well with most other plugins too (development agreements with Sitni Sati and the HairFarm developers).
I was just giving my opinion that I feel the pyroluster interface is a lot easier to jump into, and the viewport preview of the noise size can be extremely useful in reducing the need for test renders. And with finalRender's RT activeshade supporting volumetric effects (including fume and afterburn), its a win all round.
Of course, the main reason it is such a benefit for me is that pyrocluster is included for free with my licence of fR.
04-15-2012, 03:53 AM
You bring up all valid arguments! My comment wasn't ment to be offensive :) What ever gets the job done is the right tool.
04-15-2012, 03:53 AM
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