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View Full Version : FumeFX and Thinking Particles not playing well


Eugenio
03-31-2012, 04:05 AM
All right guys, I need some help here. Usually I'm pretty persistent and try my best to solve problems by myself, but this time I just can't waste much time researching. My deadline is too short, and I still have a lot to do. So any help is greatly appreciated.

Going straight to an example of what I'm not being able to do:

1: First and foremost. How to emit smoke from inside a object volume in FumeFX? It's object source only emit from the surface...

My approach: I did with Thinking Particles, emitting particles from a volume, and making them stick with the object.

The problem: I set TP as my particle source in FumeFX. However, I need the smoke NOT to leave a trail, I must dissipate it. But no matter what I do, looks like if I use TP as the particle emitter, I can't get the smoke to dissipate.

I made a test with Particle Flow + Lock/Bond to stick the Particles to the surface, and works much better than TP with fume. Well, actually it just works as expected. But I'm not using PF mainly because Lock/Bond doesn't distribute particle evenly inside the volume with heavily deforming meshes. So the volume is inconsistent and render with gaps. While TP does it very well. And I don't like the event based nature of PF.

By the looks of it, I believe the difference is because somehow PF generates a initial velocity that Fume reads while with TP not. To some extend it makes sense because in TP I'm setting straight the positions of the particles. Although IMO Fume should still see the speed from the difference between the positions over the frames. Anyway...

What I'm trying to do is a dusty deforming word, so I must keep the readability of it.

Thanks in advance,
Eugenio

Eugenio
04-01-2012, 04:14 AM
All right, I found the solution and I'm posting here as it may help others.

It turns out I was right about the speed. As I said, in TP I had a dynaSet for the position born and another to stick the particles to the volume of the mesh (must be in another dynaset for them to stick). The problem was that I was setting the particles position, and this doesn't generate speed information. And for Fume's smoke to dissipate, it needs to move. But luckily the solution is quite simple, it's just a matter of using a "Bring To" node instead of a "Position" node. This generates speed vector just like PF + Lock/Bond.

So all is good now.. :)

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04-01-2012, 04:14 AM
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