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Dreamie
10-15-2009, 06:43 PM
I didn't experiment with an ink fx using fumefx myself, but if I'd try I'd start with high vorticity values,low gravity, high turbulence values with a small frame value (to keep it fast) and large\medium turbulence scale value. Buoyancy should also be relatively low.
High iterations value will also produce better results.

Rendering it with Krakatoa does help achieving this color accumulated type look which resembles ink.

floopyb
10-15-2009, 10:50 PM
I would agree with Dreamie, use the vorticity and advectino stride to alter the scale of the detail.
I would also us large values in the smoke densities of the source and lower the render opacity of the smoke, that way the smoke will be heavier. Then adjust your gravity. Boyancy shouldn't make any difference as your temps should be set to 0

tool2heal
10-16-2009, 03:00 AM
Can anyone point me some tips on how to make the Ink effect using fumefx ?
Any links are really aprecciated .
sample here http://www.youtube.com/watch?v=BzP9KoI4vVo&feature=related

That was my test. as for exact settings i really could'nt tell you but i may have the scene file to hand over for picking through. as for setting it up it was pretty straight forward.
You cant really notice but realflow and its realwave feature was actually used for the "water" the scene was brought into realflow to sim the dynamics of the ink tabs and then brough back into max. the ink tabs are then turned into fumefx object sources. the fume grid starts exactly where the "water" starts and the bounding sides are all turned on so the smoke hits the grid "top of water"

As stated rendering of the "ink" was done with krakatoa, i exported velocity channel, pumped that into pflow and added the two ink tabs as particle sources.

As for the scene file, sorry I cant find it. ( i might have time to throw one together for you a little later) but thats pretty much the easiest way to do it. Be sure to add some turbulance to get the swirling effect of the "ink" actually dissipating.

If you need anymore help feel free to send me a pm or contact me on youtube.
Thanks.

LD50
10-16-2009, 07:19 PM
I did such a scene a while ago too, but like jason allready said its pretty straight foreward. Get the movement right with fume, plug the data into pflow and render with krakatoa.
Can hand over a scene file tomorrow when im back in the office if you still need it.

greetz

gaialau
10-17-2009, 03:54 AM
Wow ,thank you so much for all your help guys . im doing some tests tonight im pretty happy with results so far http://www.youtube.com/watch?v=6xIkBvWtqwY&feature=player_embedded.
Once again ,thanks alof for all super quick replies !!!

holycause
10-17-2009, 07:22 PM
Sounds useful. You plan on making it public?

you can download it from my website.

http://www.aespid.com/web/maxscripts.html

btw i should update my scripts page. lol

Bassi
10-19-2009, 03:05 PM
Hi,

my problem is, that everytime I open the user interface for fumefx (version 1.2c installed) - it is fully displayed, but when I click on it, to change the tabs or something it collapses a bit from the right sight and I cannot resize it anymore.
I can change numbers und change tabs, but not all tabs, because they are in the area that disappeared on the right side.

Is there anybody with an explanation or solution ?

Regards,
Sebastian.

Dreamie
10-19-2009, 03:43 PM
Bassi, Someone reported issues like that before in here it ended up with wrong font size displayed in the application itself. Sounds like an issue you should address to afterwork's technical support.

holycause, Thanks! You should fix your signature. When I did try to see if it's in your website I just clicked it and didn't notice it's written only with two "ww" which of course resulted in a broken link.

holycause
10-19-2009, 03:50 PM
You should fix your signature. thanks. i fixed it :P

Btw, i'm currently updating this script. Does anybody knows if it's possible to access to the continue simulation fn and the start with initial state fn????

Bassi
10-19-2009, 06:13 PM
@Dreamie: Thank you !!! That solved the problem :-) !!!

Debneyink
10-20-2009, 07:29 AM
I'm just trying to get my head around this ink stuff!
a quick walk though or tut would be a real bonus
I've got my sim but trying to get it to to pair with pflow isn't working for me.
I've got my fumefx birth with 2million particles and smoke ticked
below that ive got my fumefxfollow
but nothing rendering in krakatoa

I'm on max 964bit and fume 1.1

like i say help would be great!

Glacierise
10-20-2009, 08:22 AM
i can send you a scene if you want. hristo.velev@gmail.com

Debneyink
10-20-2009, 08:35 AM
thatd b perfect!

im on max 9 still!

cheers

gaialau
10-20-2009, 03:05 PM
I'm just trying to get my head around this ink stuff!
a quick walk though or tut would be a real bonus
I've got my sim but trying to get it to to pair with pflow isn't working for me.
I've got my fumefx birth with 2million particles and smoke ticked
below that ive got my fumefxfollow
but nothing rendering in krakatoa

I'm on max 964bit and fume 1.1

like i say help would be great!

Try changing your pflow source from geometry to phantom ,that worked for me .i just did few tests fell free to contact me .

Dreamie
10-20-2009, 03:20 PM
@Dreamie: Thank you !!! That solved the problem :-) !!!

NP, glad to help. :) I assume you changed your monitor and resolution settings and that solved the issue?

grury
10-20-2009, 06:17 PM
I'm just trying to get my head around this ink stuff!
a quick walk though or tut would be a real bonus
I've got my sim but trying to get it to to pair with pflow isn't working for me.
I've got my fumefx birth with 2million particles and smoke ticked
below that ive got my fumefxfollow
but nothing rendering in krakatoa

I'm on max 964bit and fume 1.1

like i say help would be great!

Are they visible in the viewport?
Did you save the velocity channel?

Debneyink
10-20-2009, 06:46 PM
k just going to have a look at it all now, finally got a chance thanks for the help so far....

michael juice
10-20-2009, 06:58 PM
maybe I'm to late to be of any use here now


you have >FumeFX checked right? otherwise Krakatoa wont render them.

Also you have to lights in krakatoa 1.5+ they dont render self illuminated anymore.

JohnnyRandom
10-20-2009, 07:15 PM
^That is an option for sure but I believe he is trying to bring the Fume motion to pflow instead of a direct fume render.

As for Self Illumination:
You can also use the force additive feature to see your particles without any lights (granted you will loose any type of visual density depth),as well as add a kcm to a prt loader or prt volume with a simple color channel ->to-> emission channel to self-illuminate. :)

EDIT:

This is an example of fume driven pflow fire with self-illumination, saved to prt of course:)

BurnPaperBurn QT 5mb (http://4rand.com/TEST/Krakatoa/PflowFume/PaperBurn/BurnPaperBurn.mov)

everything is particles, the fire was softened in post as it was way to dense imo

Debneyink
10-20-2009, 07:46 PM
okay so ive got my lovely little zipping fume sim emiiting nice smoke

got my lights in there

pflow:

replaced my birth with a fume fx birth 2million particles is all ive changed with that one.

fumefx follow is directly underneath it.

(both of these have the fume fx picked)


krakatoa im okay with so am aware of the usual set up there ( ithink! unless theres any xtra fume stuff to do within)

render

the particles are just coming out of the original pfsource next to my fume box as though they dont know to become the fume smoke?

hope that makes sense....

Debneyink
10-20-2009, 08:03 PM
so basically i can't seem to get my particles to act as the smoke....

JohnnyRandom
10-20-2009, 09:11 PM
AFAIK your emission source/particles need to be within the grid to be affected. Are they? I ask because you mentioned something being next to the grid?

JonathanFreisler
10-20-2009, 10:17 PM
Stupid question, but you exported the velocity channel right?

gaialau
10-20-2009, 11:07 PM
since we are on the topic fumefx and krakatoa,does anyone how to color map the particles based on particle age ?perhaps a gradient color .
I've been seem few posts on magmaflow,maybe someone could post few guide steps to change particle colors ?

grury
10-21-2009, 07:23 AM
so basically i can't seem to get my particles to act as the smoke....

Yep, my guess is that you forgot to save the Velocity channel in Fume.

Debneyink
10-21-2009, 05:52 PM
http://www.youtube.com/watch?v=CSgnZcMlZQM

shot 1: fume render blue smoke
shot 2: red krak render
Shot 3: red cube particles

hmmm....
yeah the velocity channel helped!
but my krakatoa render doesn't come from the fume emitter source it comes from the pfsource and seems to be different than the fume solve?

help needed!
cheers.

JohnnyRandom
10-21-2009, 06:34 PM
If you use the FumeFX Birth particles will appear at random grid populated voxel locations (I say random because I haven't figured out what determines when a particle is born with the FumeFX Birth, it maybe when the voxel is first populated during a sim)

Or I guess I should ask how and where do you want you particles to be born then affected by the fluid?

My guess is that your would like them to birth from the blue smoke emitter and the particles to behave as the blue smoke? If so you can simply link a sphere to the emitter, use that as a pflow position object/lock on emitter, spawn from points, set a decent spawn rate and use the FumeFX follow op to behave as the dissipating smoke.

Debneyink
10-21-2009, 07:47 PM
thanks,

yep thats what what i was aiming for, for krak to replicate my blue fume smoke cloud pretty much exactly...

ah-fx
10-26-2009, 10:56 PM
hey guys, I first started using fume about a year ago. Lately I have been trying to get more and more practice, and Im going to try and post things as I go.

This was initially a rayfire test. I just got a new 64 bit comp I wanted to see if rayfire frags would stay intact going from 32bit to 64bit. I figured I might as well add some fume and render it.

http://www.youtube.com/watch?v=YZ37mbXU744
(http://www.youtube.com/watch?v=YZ37mbXU744)

Dreamie
10-26-2009, 11:08 PM
bjAdamH: That's looking pretty good! Since its a just a test you added fume to I'm not sure how much u're interested in crits, but if you're interested at better realism I think the overall smoke is too way dense, it's color should match the material the pillar is made from (white\light brown) and not a solid black dust. The turbulence scale value of the smoke looks too small. The initial camera roll is also a bit odd but it has nothing to do with the fx itself.

ah-fx
10-26-2009, 11:35 PM
cool Dreamie, thanks for the crit, I agree with your points.

I'm at a place where I am competent with the tools... so I guess the next thing for me is to spend time looking at reference footage and develop my eye for those kinds of things.

JonathanFreisler
10-27-2009, 04:22 AM
Just on the topic of RnD, Ive got a few test I did when work was dead. Some of you may ahve seen them, all use fume in some aspect.

http://www.youtube.com/watch?v=xnmouki8tNk

http://www.youtube.com/watch?v=gF1xQaIgmao

http://www.youtube.com/watch?v=GLhDvOzjQg4

wreath
10-27-2009, 11:48 AM
Great stuff Jonathan :thumbsup: especially loved the candle shot!

grury
10-28-2009, 04:15 PM
Just on the topic of RnD, Ive got a few test I did when work was dead. Some of you may ahve seen them, all use fume in some aspect.

http://www.youtube.com/watch?v=xnmouki8tNk

http://www.youtube.com/watch?v=gF1xQaIgmao

http://www.youtube.com/watch?v=GLhDvOzjQg4

Man those look very good indeed.

grury
10-28-2009, 04:16 PM
Some cool slow mo reference.
http://napalmdragon.com/

JohnnyRandom
10-28-2009, 04:57 PM
Way nice Jono, I dig the antacid bubbles! ;) Candle flames look great nice wax shader too. Something scale wise is throwing me off with the chopper, it looks real good, but it feels like it is a 1/8 scale RC chopper :)

Cool link Grury, can't believe they still have eyebrows :D

LD50
10-28-2009, 07:04 PM
awesome references thanks for that :)

Anesthaesia
10-29-2009, 11:13 AM
Hi all,

I am rendering a Fume sim in VRay, however I have never done any renders where GI is cast by the Fume flame (dust and smoke only up until now)

Does anyone have any tips for rendering this in Vray - the flame is quite intense and I find I need quite low Vray settings to clean up the noisy renders which pushed the render times unrealistically high.

Any tricks you may know of to lower render times would also be useful - I have thought of using animated lights but this is going to reduce the overall effect of the flame I think.

JonathanFreisler
10-29-2009, 12:05 PM
Way nice Jono, I dig the antacid bubbles! ;) Candle flames look great nice wax shader too. Something scale wise is throwing me off with the chopper, it looks real good, but it feels like it is a 1/8 scale RC chopper :)

Cool link Grury, can't believe they still have eyebrows :D


Oh yeah, the chopper looks like a miniature, but its kind of a proof of concept thing i guess. The fume is probably half the size it should be, and chopper is 1/3 or something.

JonathanFreisler
10-29-2009, 01:16 PM
Oh and @ Anesthaesia, assuming that your doing your fume renders in a separate pass (if your not Its recommended) You simply turn GI on, light cache set to medium animation should do the trick. Shouldn't take long to render at all. Considering the only thing in your fume pass emitting GI is the fire, there not much flicker either and doesn't take long.

JohnnyRandom
10-29-2009, 03:47 PM
Oh yeah, the chopper looks like a miniature, but its kind of a proof of concept thing i guess. The fume is probably half the size it should be, and chopper is 1/3 or something.

I still really liked it :) OT Love helicopters, been looking at getting one of these: :D
http://www.bananahobby.com/1663.html

HeadSmell
10-31-2009, 05:35 AM
I still really liked it :) OT Love helicopters, been looking at getting one of these: :D
(http://www.bananahobby.com/1663.html)http://www.bananahobby.com/1663.html (http://www.bananahobby.com/1663.html)

:drool: OMG i'm getting one of those.....

wreath
11-01-2009, 12:31 PM
Hey Fume fellas! just posted a new shot (http://forums.cgsociety.org/showthread.php?p=6182383#post6182383) with some fume stuff :arteest:

pauldublin
11-02-2009, 08:55 AM
Very different Yigit and very atmospheric, cool work there. Some heavy sim times I guess?

jimmy4d
11-02-2009, 12:01 PM
jonathan sweet mate the candels are awesome


Yigit..dude that kicks man. Great work as always..

LD50
11-02-2009, 12:02 PM
As allways very good work! I love the overall atmossphere and the details like the dust and debris from the mech foots and man the tank explosion is just awesome.

PexElroy
11-02-2009, 03:15 PM
Great work wreath - inspirational - dig the darkness & fx in the shot ;)

ddustin
11-02-2009, 07:42 PM
I thought I saw an example file of a fire extinguisher spraying?

What i have so far is using a pflow source tied into a Fumefx grid.

Its OK, but I remember the other example was a lot better..
Anyone remember where that example is?

Thanks,
David

grury
11-02-2009, 09:27 PM
Sounds interesting:
http://www.finalight.com/

Any of you guys been selling fx to them?

amckay
11-02-2009, 11:15 PM
they've been around for 5+ years, they approached me a looong loong time ago to provide stuff for them but it wasn't too clear if they actually get any clients etc. but looks like they're doing ok for themselves
but the idea of selling cg stock footage is a bit wishywashy


PS. Yigit, saw your video nice stuff man!

Strob
11-02-2009, 11:26 PM
but the idea of selling cg stock footage is a bit wishywashy
!

They have some impressive stuff, but maybe they should sell the scene instead. Because what's the point doing it in CG if you can't use it 3-dimensionally.

JonathanFreisler
11-02-2009, 11:32 PM
Well whats the point? You wouldn't be able to have shots from any angles other than the ones supplied. I guess it makes sense for really low budget things, but it means they would need to compromise freedom and just run with the set ups there given.

ddustin
11-03-2009, 12:50 AM
We figured out a good approach for our fire extinguisher.
Here is a clip of it http://www.dustinproductions.com/wip/Fumefx/Fire-extinguisher.mov

We still have 2 problems:
1. We can't get shadows from the smoke (using daylight system). We have enabled all the shadow setting (as best we can tell).
2. When we change the daylight system to MR sky and MR Sun, the smoke is completely illuminated with virtually no opacity..

Any thoughts would be appreciated.

Thanks,
Davidhttp://www.dustinproductions.com/wip/Fumefx/test-A-0126.png

wreath
11-03-2009, 05:29 AM
Paul,Robert,James.Timo,Allan thank you guys!


Some heavy sim times I guess?

Not really Paul, tried to optimize things and i guess the longest one was the missile trail smoke because of interaction calculations with mech geometry, it took about 4 hours on duo core.
:beer:

pauldublin
11-03-2009, 09:40 AM
That's not bad going Yigit, good stuff. Looks cool.

jimmy4d
11-03-2009, 12:12 PM
Hey, Allan my browser keeps crashing at your web site???? is it me or what? (sorry for off topic)

amckay
11-03-2009, 09:40 PM
really? which browser, try one of the other ones see if that helps.
I'm actually rebuilding the site from the ground up this week, one of my staff had built it in joomla which was cool but honestly not the best for me longterm, so I've hired another company to rebuild it in wordpress. Maybe that will fix things. I'll also stop that youtube video from autoplaying, I thought it was a cool idea but apparently noone else wants video playing when they're browsing the web :-)

ddustin, how are you currently doing it? Chris Harvey created a cool fire extinguisher for Scooby Doo 2 which was basically afterburn and some geometry spraying out - it turned out pretty nice!

ddustin
11-04-2009, 01:21 AM
Alan,

What I have now is plenty acceptable.
I created it using a Pflow source into a FumeFx grid.
It turned out pretty good.
Right now I am fighting with Netrendering Fume.
I cant get the nodes to link up with the server...

David

amckay
11-04-2009, 02:05 AM
Took a look at your example it looks really good mate!
Fume doesn't load is there an error? or is it just deciding not to pick the job up?

ddustin
11-04-2009, 02:26 AM
Alan,

Thanks for the compliment.
When I launch the job in Net-render, the node (there is one that works and the rest dont) will start rendering the particles from Pflow, but not with the fume smoke.
The offending nodes do not link up to the server no matter what I have tried.
I have even copied the Afterflics.ini file from the node that works to the others and still no joy.
The result is the same in Max 2009 and 2010.


The server machine is a a 32 bit XP machine, but I also use it for other serving applications (GroundWiz server) and it works fine.

What is the difference between Afterflics and DCPFLICS?

Thanks for your help!
David

EDIT: I have gotten them all to connect to the server except one (Max 2009), that same server connects in 2010..

ddustin
11-05-2009, 07:26 PM
OK we got or fire extinguisher working well.


Next problem is we need to spray the extinguisher into a FumeFX fire.


Ideally I would like to have a wind source or something similar, to distrupt the fire as the fire extinguisher contacts it.


I have tried creating a wind source (planar) and using a cone in front of it to funnel it down to a small stream. The cone does not restrict the wind at all even though it is added as an object.


Any ideas?
Thanks,
David

tool2heal
11-05-2009, 08:32 PM
Well your pflow source for the extinguisher already is shooting out geometry right?
I would suggest either creating a secondary source thats gonna shoot out spheres clumped closely together, throw a mesher onto that source. and then stick the mesher into the objects list in fume. this might give you something familiar to what your after because the mesher will react with the fire. maybe i will post a scene of what im talking if you dont understand.

Or if you already have geometry being pumped out of the primary pflow just try using that, remember though you will need a secondary grid for that.

Or i guess theres a third option, instead of using a wind, throw a fume simple source in there with like .01 temperature and no fuel or smoke, this actually acts like a wind source then, crank up the directional force and see what happens.

ddustin
11-05-2009, 08:40 PM
Jason,

Thanks for the tips, I'll try the last one first..

David

EDIT: The simple source worked reallly well. Thanks again.

ddustin
11-09-2009, 08:01 PM
Head bang against the wall....

We have FumeFX network rendering just fine.
This involves setting up a Network license server that the render nodes point at.
You place the lic file in the same directory it calls the exe from.

How do we set up the same thing for network simulating?
1. Is there a server version for this?
2. We have our serial numbers for the simulation nodes, but when we install the SL (simulation License) version of Fume, it doesnt work and then we loose the ability to network render.

I realize we must be dumb as a box of hammers but the system employed by Afterworks for network stuff seems like a PITA to get working.

David

jlelievre
11-09-2009, 10:01 PM
ddustin I'm totally with you on this! We are going through the same issue here where we cannot get our sims to work on a network machine. I can get it to work through backburner/deadline using my local machine; but once I send it out to one of our slaves it just fails. I'm digging through a bunch of posts at the moment and will let you know if I find anything that works. If anyone else has come across this issue PLEASE help! :P

P.S. - you would think something like this would be documented or outlined in detail in the help files but I haven't been able to find anything.

ddustin
11-09-2009, 10:36 PM
Well what I know (at least I think I know) is:

AfterFLICS is the server for FumeFX MR Net render.
DCPLICS is supposed to be on each machine.

You edit the ini files of the apps to point them to a server. In the case of the AfterFLICS (MR network render) it works fine.

I can find no doc's on the type of server that needs to be on the server machine.
According to the guys on the Afterworks site, I am supposed to install the SL version on the node, but that doesnt work, and after installing it, I could no longer Net render with MR.

ddustin
11-10-2009, 10:35 AM
Afterworks says to copy the DCPLICS folder from another machine, to the license server then use AfterFLICS to install "it" and "start it".

Still working on it....

andybyrne462
11-10-2009, 11:02 AM
if you have a legit copy, then the fumefx forum should answer all your questions. They are usually pretty good and responding to emails as well.

ddustin
11-10-2009, 11:13 AM
if you have a legit copy, then the fumefx forum should answer all your questions. They are usually pretty good and responding to emails as well.

If???
Why in the world would i contact them asking for product support if I didn't have a "legit copy"?

The problem is their answers are not helping me get it working.
I ask 4 specific questions and get 1 or 2 vague answers.
Sorry to be so direct but I have been screwing with this for some time.

ddustin
11-10-2009, 11:34 AM
I could not get the Network Simulations to work using a License server.

1. We installed the SL to the render node
2. We edited the DCPFLICS.ini file (On the render Node) to point the node at the license server
3. We copied the DCPFLICS folder from one of the nodes to the License server (as directed)
4. Ensured DCPFLICS runs as a service and was running on both the Node and the license server.

When submitting a simulation job via Back burner, the node would indicate there was not a valid SL on the (Render Node) in the BB server window (on the node and on the manager) and the job would fail.

What we DID get to work:
We ran Max 2010 in evaluation mode on the node(s) we wanted to use for network simulations (after installing the SL on the nodes).
Once it (Max 2010) was open we clicked on the FumeFX and we able to authorize via Turbo Squid using our serial numbers

Now we can submit simulations to the specific nodes AND they still Network Render using MR.

My concern is what happens if someone has already opened Max on a Render Node and it is past the 30 day trial period, how do they activate it?

There has to be a better way..
David

Dreamie
11-10-2009, 11:42 AM
ddustin, I'm pretty sure this isn't your issue, but just to make sure - Do you have IE8 installed in any of your machines? I've read DCPFLICS has some issues with machines that have IE8 installed. That's quite an issue on vista and windows 7 since it's installed by default. The solution for that is to replace the DLL's of the DCPFLICS with ones that fix this bug and work with IE8.

http://www.nPowerSoftware.com/IE8Compatible_DCPFLICS_Components.zip

ddustin
11-10-2009, 12:37 PM
Dreamie,
No IE 8 is not installed on any of the nodes.

I just expect that a company as popular as Afterworks would have better doc's and not leave it to so much voodoo.
The software is fantastic, no question there.

The network stuff is just a PITA, and the responses to "just run" and "simply install" fall far short.

Copying folders from other machines and manually running services is hardly what I expect.
They tell you a License server is the best way to go but then it doesnt work. It does for AfterFLICS and MR floating licenses, but it is hardly smooth.
David

jlelievre
11-10-2009, 02:13 PM
Ok I got it working on my end; we use Vray so I'm not sure if the AfterFLICS / MR comes into play here. Here are the steps I took to get it working:

1.) Make sure SimLicense has been authorized. This can be done by creating a fume container and selecting the 'About FumeFX' icon in the General Parameters. If this has been done it will read "Reauthorize FumeFX (Sim lic.).. if not then authorize it.

2.) Next go into your DCPFLICS install folder and open the DCPFLICS.ini file. Where it reads "[Guests] make sure it has 'everyone' under it. This will allow for any computer on your network to connect and borrow the sim license. (If you want to specify which computers can connect to the license server simply enter the IP of said machines instead of 'everyone'.) If you make a change to your .ini file make sure you restar the DCPFLICS tool so it registers the ammendments to the .ini file.

3.) On your slaves, install the FumeFX SL. There is no need to install the full version of FumeFX. Initially I had both of these on our slaves and it would give us multiple plugin install errors and our jobs would fail.

4.) On each of your slaves, go into the DCPFLICS install folder and edit the DCPFLICS.ini file. Under '[Server]' makes sure it points to the computer that is hosting your license server. This is going to be the machine that the slaves will borrow from when you want to do a network simulation. (* you can simply create one DCPFLICS.ini file and copy to all of your slaves.)

Upon following these steps I got it to work for both network simulations and network rendering on both Deadline and Backburner. I'm not sure how the whole MR/AfterFLICS thing comes into play as we do not use MR; but maybe this can help you or anyone else who has had issues with this.

I am going to make a quick tutorial this week and upload it to vimeo so it's easier to follow. I find I forget these things sometimes so it might be nice to have something I can look at in the future. :)

Hope this helps

ddustin
11-10-2009, 02:24 PM
Joel,

Does the machine you are creating the fume container on, already have max installed on it?
By installed i mean is it a workstation or a render node?
Otherwise how do you get the Fume Container on a render node?
EDIT: Does your license server have Max installed on it? Ours does not. It is just an XP box (as recommended by by the afterworks people).
Great information btw.

David

jlelievre
11-10-2009, 03:04 PM
Ah ok, I think I see your problem... yes I use my current workstation as the license server so it was just a matter of opening Max, creating the fume container and authorizing the Sim license.

Upon looking in the DCPFLICS folder on my workstation I see that a license file has been created; I am wondering if I were to copy that onto the desired network slave, and then edit the DCPFLICS.ini to reflect the new server would that work?

ddustin
11-10-2009, 03:17 PM
Joel,

My nodes created a file called DCPFLICS.log, the License file in the AfterFLICS directory is called (on the license server machine) AfterFLICS.lic.
So I dont know if it will work.

If I understand it correctly (which so far hasnt been too good), the authorization is keyed to each machine as opposed to a floating license.

Clear as mud eh?

It sure helps to have somebody to bounce this stuff off of. Thanks!!
David

Bandu
11-10-2009, 04:13 PM
this are two different authorizations servers DCPFLIC and AfterFLICS !!!
DCPFLICS for Fume/Afterburn/Dreamscape and AfterFLICS for other Afterworks plugins like ScatterVLPro

just saying it,
...was wondering some time ago why Scatter authorization didn't worked over the network

so, you're sure you configuring DCPFLICS for fume network rendering?

cheers,
Bandu

ddustin
11-10-2009, 05:00 PM
this are two different authorizations servers DCPFLIC and AfterFLICS !!!
DCPFLICS for Fume/Afterburn/Dreamscape and AfterFLICS for other Afterworks plugins like ScatterVLPro

just saying it,
...was wondering some time ago why Scatter authorization didn't worked over the network

so, you're sure you configuring DCPFLICS for fume network rendering?

cheers,
Bandu

For network rendering we are using AfterFLICS (as recommended buy Sitni Sati) because we are using MR. That part works as it should.

We just received some additional instructions from TurboSquid and will advise if they work and will post them here.

ddustin
11-10-2009, 05:29 PM
Beau at TS explains it very well in this video: http://www.screencast.com/users/BeauTS/folders/Jing/media/1c722b49-2273-4363-99a9-9ffe3c8464b5

You Authorize it from your work station AFTER doing these things:
1. Make sure You have DCPFLICS.ini configured on your Local/Workstation machine to point to the license server (I use the IP of the server).
2. Make sure the workstation has DCPFLICS.exe running.
3. If you change your DCPFLICS.ini (on either the server, node or workstation) file you will need to restart the service to make it take effect, and sometimes you have to kill it in task manager to get it to stop, then re-run DCPFLICS_tools.exe and make sure it says it is running/started.
4. If you have not installed it yet, run the 32 bit (if you are using a 32 bit machine as your License server) SL install file, when you get to the part where it asks you if you want to install typical etc or Custom, choose Custom. Under the custom window only have the DCPFLICS protection.
5. The DCPFLICS.ini file on the License server should look like this:
[Port]
4002
[Servers]
localhost
[Guests]
everyone
<end>
6. Make sure you restart DCPFLICS if you make changes.
7. So once you have all your nodes with the correct ini settings, open your WORKSTATION, make a fume grid and make sure the GUI is visible, then click HELP and then ABOUT and select re-authorize FUmeFX (sim Lic).
Follow Beau's instructions in the video as far as entering both serial numbers (or more if you have purchase more).

If everything is correct, there will be a LIC file created on your License server, running DCPFLICS_tools.exe on the License server should show you have 2 licenses avaialable.

If not you may be having firewall problems.
Beau explains what to do here: http://www.screencast.com/users/BeauTS/folders/Jing/media/169d21bf-6502-45af-be6c-7848c8019fa0
Hope this helps sombody.
David

EDIT: I dont think you can run DCPFLICS_tools.exe and AfterFLICS_tools at the same time. I think one has to be closed for the other to open.

Debneyink
11-13-2009, 11:21 PM
ive got an old sim thtat iddi fro another scene and want to use it for a new scene my old sim explosion was done at 0 but i want to have it start at 25 in the new scene is there any way to alter the timing that it goes off after I've simed it, bare in mind my camera is a moving shot

Darknon
11-18-2009, 07:39 AM
Hey guys.

Here's an explosion I did with fumefx and afterburn. It's part of a shortfilm I'm trying to make.

It looks pretty good I think. My only problem is that it still just looks like a classic fumefx explosion (Ink in water like). Anyways, I'm happy with the look. what do you guys think? And please say if you think something is way off, or can be improved.

Animation - Explosion B 01
http://www.youtube.com/watch?v=prUryy_woeI

Screenshot
http://photos-b.ak.fbcdn.net/hphotos-ak-snc3/hs114.snc3/16138_202819068034_537098034_3997653_5839510_n.jpg

gibson1980
11-18-2009, 07:43 AM
:thumbsup:



http://www.novojonov.ru/resource/smile-set-medium/smile-ka-boom.png

Glacierise
11-18-2009, 07:45 AM
Dude your smoke density/opacity is way too high, tone it down a little and it will look better. Also, you might wanna break up the blobby look in the start, though its only visible in the slow-mo. What I do is use a lot of particles, but with a small radius, about the voxel size. And I don't add 100 fuel, but something like 10, so where there's most particles, there's most fuel, you have diversity like that. Another thing that really makes for great explosions - shoot a bunch of debris or simple shapes through it and collide it with the ffx. Then play with the 'object velocity' param of the collision object, you'll find interesting looks ;)

Darknon
11-18-2009, 11:14 AM
Glacierise: Thanks, that is some intersting ideas, I'll definatly try it out. You're right about the big blobs in the bottom, I couldn't figure out how to get rid of it, I'll try your suggestions tonight, thanks

jimmy4d
11-18-2009, 04:01 PM
hey Ronnie nice one man, I like the light at the point of the explosion, nice touch.

Hey tell me when the rocks hit the ground and you get that nice puff of dust ( another nice touch) is that ab op in pflow with only smoke, and if so can you leak out some of you fume setting to me. Been trying to get that look for a while.

great stuff mate :)

JonathanFreisler
11-23-2009, 12:21 PM
I just sore 2012. The effects were amazing. The movie in general, just made me so angry! I know you don't go to see a movie like that for story, but I expected more. And I don't know why.

Grats to everyone who worked on it, looked really nice.

olipoli1
11-23-2009, 12:44 PM
Yeah, I also wanted to praize the effects there.. they were perfect. When I saw the first trailer I could tell which were the different elements in the effects it was a bit disappointing, but the final product was truly amaizing.

Strob
11-23-2009, 01:42 PM
I saw it yesterday too and yes it was really amazing. My expectation about the story was that it would be a total failure, but finally I think it was not so bad.

This movie is a showcase of destruction, so if you like making explosions in fumeFX and to see stuff collapsing in CG like I do then you will be in heaven while watching this movie!

jimmy4d
11-23-2009, 04:35 PM
I took my son yesterday also........the story was crap, but I kinda knew that was coming though. As far as the distruction goes man that was turly amazing. Even with all that was going on you could see a huge amount of detail aded to all the FX. Yeah I tip me beer to you all, wonderful work gents.:beer:

Glacierise
11-25-2009, 07:36 PM
All you dudes thrashing 2012 - you are not getting THE RULE OF COOL:

"The limit of the Willing Suspension Of Disbelief for a given element is directly proportional to its degree of coolness."

http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool

:buttrock: :beer:

JohnnyRandom
11-25-2009, 07:44 PM
^Hear, hear!

viewers will forgive liberties with reality as long as the result is wicked sweet or awesome

I hold this in highest regard! :D

JonathanFreisler
11-25-2009, 09:19 PM
Yeah, i understand the rule of cool. And I said the FX were cool!

Grats again guys.

jimmy4d
11-28-2009, 12:25 AM
All you dudes thrashing 2012 - you are not getting THE RULE OF COOL:

"The limit of the Willing Suspension Of Disbelief for a given element is directly proportional to its degree of coolness."

http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool

:buttrock: :beer:


yeah, Yeah, I hear ya mate.......thrashing not whats going on here...I.think that movie was awsome.........just none of the actors will getting awards.:cry: ........bet the fx does..:bowdown:

Anyhow to get back fume I have this spaceship flying into view with smoke coming from it's engines. I want it to look like its running like crap so there a lot of smoke and extra sounds coimng from it.well is it better to work with alarge container or a smaller one and move the container along....??? I will be testing in the next few day just like to get some input.will post jpeg.

JonathanFreisler
11-28-2009, 02:40 AM
Ive never tried animating a container.

But from my understanding its not the best idea. The whole concept behind fume being a CFD is that the container stays in a static state. Moving the container might have weird issues with voxels and stuff.

So I would say, larger container. It may take longer to sim and take up more disk space, but you would get the best result I think.

evanschaible
11-28-2009, 05:51 AM
yeah, Yeah, I hear ya mate.......thrashing not whats going on here...I.think that movie was awsome.........just none of the actors will getting awards.:cry: ........bet the fx does..:bowdown:

Anyhow to get back fume I have this spaceship flying into view with smoke coming from it's engines. I want it to look like its running like crap so there a lot of smoke and extra sounds coimng from it.well is it better to work with alarge container or a smaller one and move the container along....??? I will be testing in the next few day just like to get some input.will post jpeg.

I tried animating a container to make smoke from a burnout once, it doesnt work to well.

To be completely honest, and even though this is the FFX thread, Fume may not be your best bet anyhow. Not sure if you have it, or what your budget is, but Afterburn would be much easier for just a smoke trail.

Glacierise
11-28-2009, 06:12 AM
Don't animate the container. Option 1 - simulate on a static container, then apply the translation when you render. You'll need a rig for your spaceship that contains the translation and rotation in different helpers, mind that. This method will work if the trajectory of the spaceship does not turn wildly and have a long lasting trail. Option 2 - use 'killboxes' - simple sources made to 'set' all values (smoke, temp, fuel) to 0, and higher sensitivity on the adaptive grid. This will enable you to zero out parts of the grid that are no longer in view, so the area that's really getting simmed can stay manageable. This would work when you're not looking along the trail in too much depth. Option 3 - do a relatively short FFX sim right after the spaceship with one of the above methods, and do the rest with Afterburn to fill the big volumes. One or a combo of these will work.

PexElroy
11-30-2009, 12:35 PM
@ Darknon - your Animation - Explosion B 01 [page 189] rocks man, nice job; I dig the little
sub-smoke-explosions from the debris. I'd try what Glacierise mentioned, and you could tweak the dust shock wave to 3 or 5 frames sooner, to sell the 'punch' of the blast. You could do something procedural to the ground (PFlow or TP) like maybe cracks or a crater texture map. :twisted:

For uniqueness, you could keyframe a hidden object, the FFX object source itself, or a Wind/Vortex gizmo, which interacts with the fluid; to push or pull the smoke fast or slow, and this can change its anatomy. Sometimes a static hidden object right over ground zero can drastically change the "look".

JohnnyRandom
11-30-2009, 07:27 PM
Anyhow to get back fume I have this spaceship flying into view with smoke coming from it's engines. I want it to look like its running like crap so there a lot of smoke and extra sounds coimng from it.well is it better to work with alarge container or a smaller one and move the container along....??? I will be testing in the next few day just like to get some input.will post jpeg.

Where is the camera? Totally view dependent, If it is a wide shot yeah a bigger container BUT you can use larger voxels, close up smaller container smaller voxels (you also get the option of motion blur due to the velocities being generated), both well mix and match in post. It is also totally possible and to drive a Afterburn volumetric via a low-res, large container, fume driven pflow setup.

fiveoften
12-01-2009, 03:09 AM
Hi Guys. Today a make a explosion with Fume and pflow. I make the tutorial from allanīs second dvd. somethinks are a litle bit different.


The explosion looks ok but not good enough in my opinion. The smoke looks more than a fluid and thick i want it more fluffy ^^.

my smoke density is 1.0 and in my voxel grid is 1.2 by 500x500x500, my opacity is 2.0 and i make a animated noise fluid map.

the radius of the shockwave Smoke is 6 and the explosion is 7. Any ideas to make it more like real smoke?

Here is the Video: bs-media.org/effekttest/quickpreview_1_web.avi

http://www2.pic-upload.de/thumb/01.12.09/m5zu1o9voarl.jpg (http://www.pic-upload.de/view-3821896/quickpreview.jpg.html)

JohnnyRandom
12-01-2009, 05:12 PM
Fluffy means less turbulence IMO, the more turbulent the sharper/edgier the smoke looks, if you run a default sim (ie 100x100x100/spacing=1.0 grid with a 10 radius simple source) you'll notice the smoke is fluffy because there is no turbulence, as soon as you modify the Turb settings that fluffiness begins to break up.

Play around with you smoke shader+AFC curve and opacity settings too, you can born a shitload of smoke and tweak these settings to give a lot of different looks.

Also note your light is coming from the opposite direction as your background plate, the shadows are on the left side of the hill in the background and you r light on the smoke is from the right, making it visually confusing.

It is a nice start for sure :)

Klemen
12-01-2009, 09:23 PM
Hello everybody, I just finished a little personal project. It's a short FX shot inspired by Allan Mckay's work. Created with 3ds max, Fumefx, rendered with Vray, composited with Fusion and AE.

Quick Time link (http://www.klemenlozar.com/wp-content/uploads/2009/12/vamp_2_lg_prog.mov) - recommended (11mb)

Youtube link (http://www.youtube.com/watch?v=RibDHx6MX0Y) - (5mb)

PexElroy
12-02-2009, 05:38 PM
@ fiveoften - I dig the blast shape and speed. you could mess with a little wind blowing and the smoke could dissipate a bit faster. set the minimal to like 0.4 and the smoke max. dissipate around 4.0+

@ Klemen - great shot man. like the fire, dust embers and bounce when he hits cement. could have the bones slowly turn to sand and blow away with wind, or a burst of flames from both his eyes when arrow hits. :twisted:

fiveoften
12-03-2009, 12:50 PM
thx for the help pexElroy and jhonny. i simulated and post the result laterr

Dreamie
12-03-2009, 01:23 PM
Klemen: The effect itself looks sweet! I'd improve tho the integration of the CG characer to the bg in terms of a better color correction and lighting. Right now it looks like two separate parts. Another way to improve the integration is just to make the animation a lot shorter before the character gets hit so that even tho the integration isn't perfect, the human eye wont be able to notice that.

Klemen
12-03-2009, 05:47 PM
To PexElroy and Dreamie

Thanks! Yeah, there's a lot of room for improvement there but I'm calling that one done.
I will try to rise the bar higher the next time around though:)

jimmy4d
12-03-2009, 06:25 PM
Hello everybody, I just finished a little personal project. It's a short FX shot inspired by Allan Mckay's work. Created with 3ds max, Fumefx, rendered with Vray, composited with Fusion and AE.

Quick Time link (http://www.klemenlozar.com/wp-content/uploads/2009/12/vamp_2_lg_prog.mov) - recommended (11mb)

Youtube link (http://www.youtube.com/watch?v=RibDHx6MX0Y) - (5mb)


yeah that looks sweet man...nice footage, agree would be cool to see the bones blow away,

but still very nice work mate.........

Sreekant
12-04-2009, 09:56 AM
Hey Guys,need a little kick start here,been trying this for way too long now, but still not anywhere near to achieve.What I am trying is, to let smoke pass through the gap in the wall just like smoke would actually do and afterward it manipulates into a snake type shape and moves ahead with a movement similar to the snake.The smoke actually has a life.
As seen in image2,I have used FumeFX with particleFlow but couldn't get the desired results.The curve I got was using vortex space warp to which I had no proper control. :-(
Any help????

jimmy4d
12-04-2009, 06:19 PM
man did you guys see this one........
..http://forums.cgsociety.org/showthread.php?p=6238068#post6238068

ddustin
12-04-2009, 06:48 PM
yeah, awesome!

PsychoSilence
12-04-2009, 06:55 PM
man did you guys see this one........
..http://forums.cgsociety.org/showthread.php?p=6238068#post6238068

he landed a hit apparently :)

http://newslite.tv/2009/12/02/unknown-filmmaker-gets-30m-for.html

Klemen
12-04-2009, 07:06 PM
he landed a hit apparently :)

http://newslite.tv/2009/12/02/unknown-filmmaker-gets-30m-for.html


Damn, that must change your lifestyle huh :)

tool2heal
12-05-2009, 11:59 AM
Hey Guys,need a little kick start here,been trying this for way too long now, but still not anywhere near to achieve.What I am trying is, to let smoke pass through the gap in the wall just like smoke would actually do and afterward it manipulates into a snake type shape and moves ahead with a movement similar to the snake.The smoke actually has a life.
As seen in image2,I have used FumeFX with particleFlow but couldn't get the desired results.The curve I got was using vortex space warp to which I had no proper control. :-(
Any help????

I would go about this by using the often forgotten Path follow space warp.
forget regular pflow and go with a legacy system. The superspray should work fine.
basically make a path with a spline of what you want your smoke to follow. stick a superspray at the start of the path pointing in the direction you want the smoke to travel.
bind the path follow spacewarp to your superspray and pick the path in the spacewarp options. adjust your settings accordingly and you should get what your after.
Heres a quick video i did ages ago using the exact setup i just explained.

http://www.youtube.com/watch?v=exacrrwqsN4

Heres a scene with the basic setup for ya to work off of.
peace and good luck.

Max 2009 file.
http://rapidshare.com/files/316637905/Smoke_PathFollow.max

Sorry its rapidshare, but thats all i got.

sapirivan
12-07-2009, 05:46 PM
guys a little question
im working on something like in 2012 when the ground collapse step after step
i got the physx really good and now i dont know what to use for source for the collapse dust
u have to know that on every top of ground fragment there's road fragment attached

so if i try particles the smoke just pass throw it (even when i tried put them as a shell :shrug: )
same thing with object source

even tried from desperation to burn huge cloud from the bottom of the groundwhole but it looks weird

if any1 knows another way of making realistic sand and dust ill be glad to hear about that

ty :)

andybyrne462
12-08-2009, 04:14 PM
Hey fellas,
Got a test I did of some large scale dust that I thought you might want to check out.

I was really just tinkering around with settings to get a large feel to it. (went and watched 2012 again and got antsy :D

http://vimeo.com/8056927

Bandu
12-08-2009, 04:33 PM
cool test Andy.
It still feels quite small because of the movement. I think it's just too fast.
Do it 2-4 times slower and change the cam pos :scream:


looks like there are more guys trying to make BIG SMOKE
ok than... I will do one as well :curious:

cheers,
Bandu

andybyrne462
12-08-2009, 04:51 PM
Ha yeah I was thinking the same. I double checked my velocity afterwards...yeesh..way too high. Yeah do it up man!

feldy
12-08-2009, 05:31 PM
It seems as if everyone is giving it a shot.
I had did a quick test yesterday also hehe . http://jkendallfx.com/fume/fumepyrolook.mov

Pixelerator
12-10-2009, 10:11 AM
Hi everyone!

So I got FumeFX a couple of weeks ago, and have been working quite a lot with it since. Been doing a lot of Allan Mckays brilliant tutorials, and I'm starting to get pretty comfortable with controlling the fire and smoke and making it behave and move the way I want it to.

I'm in the process of doing a simple burning sphere, but the fire needs to be very realistic and in high rez, but my renderings just aren't quite cutting it. They seem to be a little too muddy and/or grainy, and I really need them to be sharper and more crisp.

My grid is 50 by 50 and 60 high. All units are in centimeters. Currently I've been experimenting with a spacing between 0,3 and 0,18. Ofcourse it looks better with lower spacing values, but it's really starting to get heavy. Sim size is currently above 2GB for each frame! So further lowering the spacing isn't really an option for me... the sim times are already so slow.

Under simulation I'm running with a quality of 10 (which i just read could probably be lowered to about 6-7 without much visual loss), 300 max iterations and a Turbulence Noise Detail of 5.
In the render tab my step size is currently at 25%, but this only made a slight improvement compared to the usual 50%.
I've been trying both scanline and mental ray, with scanline renders taking up to 10 mins for a frame, and mental ray as much as 33 mins for a single frame! (Granted, I used a high sampling quality of 1-16 plus final gather ^^)
The mental ray renders seem to be a bit smoother then the scanlines, but at the expense of very high render times... and i need a total of aproximately 1500 frames, so with these settings, it's going to be quite the wait =/

If it's of any use I'm on a labtop with a 2.2 intel core 2 duo, 4 gigs of ram and a G-Force 8600-something. Running x64 bit version of both Max and FumeFX.

I really hope some of you out there can help me and give me a few tips and pointers. All suggestions are very welcome!

Heres an image of my latest render, done with mental ray. Took 33 mins to complete.
http://img44.imageshack.us/img44/4888/highrezfire.png

Debneyink
12-10-2009, 11:10 AM
1500 frames on a laptop? you're going to be there a long time!...
...certainly into the new year...

Pixelerator
12-10-2009, 12:04 PM
Yeah, I know >.<

I do have a few extra machines to help with the rendering though, but it's still going to take ages...

ChrisBore
12-10-2009, 03:23 PM
Here are some flame tests I did a while back, I think the final Res was around 500units, Looking at your dimensions and spacing that you've used - it looks like your res is around 170 - 230, I'd say you need to have a res of at least 400, to get decent looking tendrilly fire.

http://www.vimeo.com/7411123

EDIT: link to higher quality version. http://www.chrisborefx.com/stuff/Flames_02_Web.mov

Not sure how much memory it used while simming - probably about 5 gig with fluid mapping. I remember it taking around 6-7 hours pre flame to sim and not much more than a couple of minutes per frame to render in scanline.

Doing real high quality fluids on a laptop is going to be a massive ask!

Take it easy,

Chris

jimmy4d
12-10-2009, 04:26 PM
Pixelerator, I think your bottle neck is your spacing. I would start high work to low. Working with that low of spacing your going to need 2 quads, and a bit more ram. imo
kinda got to work with what you have hardware wise.

good luck

Pixelerator
12-11-2009, 09:11 AM
Thanks for the suggestions guys, much appreciated!

To Chris, my resolution was 278 x 278 x 333 on that image. The videos you linked looks nice, but going to a res arround 400 or higher is just gonna' kill my comp I'm affraid.
So you are both quite right, it's the spacing which is giving me a headache...

Since i don't really have the option to get some better hardware I decided to try a different approach. I recreated my scene, but this time with generic units instead of metric. Instead of making my emitter and my flames mach a real life scale, as I did the first time arround, I made it quite a lot bigger and then just moved the camera further away. As it didn't have to fit anything else in the scene, this was possible.
Ofcourse this means that the flames arean't exactly true to lighting a ball with a diameter of 10 cm on fire, but somehow i get better results this way. The flames seem sharper than before, though still somewhat grainy.
So far I've only done the new sims with a res of 220 x 150 x 200 and a spacing of 1, so I can still crank it up a little. And the renders are only arround 4 mins a frame with scanline now!
It's looking promising and with a little motion blur in post, in might even turn out quite decent ^^

PexElroy
12-11-2009, 12:44 PM
Pixelerator @ yep, try do what you've done to lower spacing and max iterations to 200 or below; make a smaller container, increase spacing slowly until you get a result that is ok from camera distance. FFX can consume RAM and HDD space fast, like locus.

ChrisBore @ nice motion, speed and detail on the flames. 6-7 hrs. [EDIT] per sim - whew, that is okay depending on the settings and container size.

ChrisBore
12-11-2009, 01:14 PM
Thanks man, I actually meant 6-7 hours per simulation (and 4 sims), so not that bad really.

Take it easy,

Chris

gibson1980
12-13-2009, 02:15 PM
Hi everyone...
How create unceasing fire in FumeFX???

jimmy4d
12-15-2009, 02:21 AM
Well I finaly got around to using Yigit's backplate file he posted here many pages ago. My workstion has been down for a while but all is good now.............
I thank you sir for the file and now that I see what you can do I'm going to work on my own.
This is short and sweet.......I did a shockwave container, also another fire one but I took them out. This is 4 sims 3 on the boom one on the car dust, hope ya like.....http://www.3dglove.com/09/web/smart_one/smart_one/smartdriving.html

JonathanFreisler
12-15-2009, 02:31 AM
Not bad dude. Why does the trail from the car glow so much? Its a little bit distracting.

jimmy4d
12-15-2009, 11:59 PM
Thanks Jon.....yeah the glow thing...man I always do this..I mixed my car fume dust pass with the beauty pass and thats my AE effect coming in also...........big dummy..thats ok still working on this one...I know I rendered out the fume smoke pass seperate on the car dust, just gota comp it in right this time.........one thing I learned from this one is lighting, can add lights later after sim just add to Fume and still can change effect....am I right on that?........ I think thats what I did?

Think I'm going to add missel hit the car too.............

ThallDesign
12-16-2009, 12:29 PM
one thing I learned from this one is lighting, can add lights later after sim just add to Fume and still can change effect....am I right on that?


Whaaaaaaat? Can somebody more experienced with Fume confirm this? What a time saver.

JonathanFreisler
12-16-2009, 12:35 PM
one thing I learned from this one is lighting, can add lights later after sim just add to Fume and still can change effect....am I right on that?........ I think thats what I did?

I'm not sure what you mean tbh. Could you try to clarify more?

Lighting has nothing to do with simulation time.

ChrisBore
12-16-2009, 01:20 PM
Sure you can. Just like you can alter the shaders post sim too - it wouldn't be a very flexible system if you had to bake the lighting into the sim. The sim only stores, temperature, velocity, (UVmapping if selected), and whether the particular voxel is is smoke or fire. The rest can be altered whenever.

Chris

jimmy4d
12-16-2009, 01:49 PM
Thanks Chris.......see what I mean now jon...( sorry for not explaning very well)..I just did not know really a lot of the look you want you can do after the sim.....



I fixed the car smoke and added some stuff...http://www.3dglove.com/09/web/smart_one/smart_driving/Drive_Smart.html

PsychoSilence
12-17-2009, 11:45 PM
can any one confirm a frequent crash when the fume output preview window is open and you tweak the shader e.g. under max2010-64 with fume 1.2. OS is windows 7 ultimate64.

max overall seams to be more unstable in windows 7 then under XPpro when calculating particles or previewing fume. afterburn was always close to unusable in 64bit...

olipoli1
12-18-2009, 10:41 AM
I use vista and I had loads of problems with max and FFX. For one thing I wasnt able to find out why but max just crashes if I want to make a preview from FFX. Other than that it just crashes more frequently then with xp.

cani
12-20-2009, 08:14 PM
Just got my hands on the latest fume version. I am really happy with the mental ray renderer integration! That's awesome!

I'm currently doing a VFX shot for a final class assignment and I have encountered an issue. At some point of the simulation I would like the fire to freeze for some time before fading out. I want it to look a little bit like if you'd do a turn around of the static flame.

Anyone knows how I can obtain this effect?

Is it by playing in the .fxd files?

Thanks a lot for any response!

EDIT : oh and I am running on vista 64 bit and have not had any crashes yet

feldy
12-20-2009, 09:00 PM
You should be able to crank the timescale down to 0 maybe.

cani
12-20-2009, 09:01 PM
Yeah I didn't think about that!
Gonna try it right now!

Edit: Can't drop it to zero ; 0,01 is the limit. I guess the movement will be subtle. That should do it. But now I have to redo a parti of the simulation... I'm sure there is an other way around although!

cani
12-20-2009, 09:38 PM
Got it!
It was the first thing I tried.
I still don't know why it didnt work the first time...
I just copied the .fxd file of the frame I wanted 150 times and renamed them so it does a nice sequence.

Then with an animated link constraint, I link the Fumefx container to the rotating object where the flame comes from and it picks up its movement and fits on it.

wreath
12-20-2009, 11:59 PM
can any one confirm a frequent crash when the fume output preview window is open and you tweak the shader e.g. under max2010-64 with fume 1.2. OS is windows 7 ultimate64.

max overall seams to be more unstable in windows 7 then under XPpro when calculating particles or previewing fume. afterburn was always close to unusable in 64bit...

Not exactly the same thing but I can't simulate TP particles with FFX particle src when I start simulation it just doesn't work. PF is working ok with FFX particle src so I'm thinking that problem might be about TP. Anyone having similar problems?
(max 2010 - FFX 1.2d)

kogden
12-21-2009, 11:18 AM
Sorry for interupting troubles with fume :argh:

But i thought i would drop a comment on the fumefx forum about i have now released.

http://www.scriptspot.com/files/FumePresets_Tool_Kobfx.jpg

Its a preset tool fumefx, mainly aimed at speeding up the startup of fx's (containers,lights,sources). But also aimed at helping the casual fxs artist and the new fx's artist out.

Anyways link to download is on scriptspot.

http://www.scriptspot.com/3ds-max/news/fumefx-preset-tool

There is one main bug, which is creating fume containers via maxscript breaks the preview window, restarting fixes issue. Also 1.2b or above will be needed to use this without it breaking.
Hope People can find it usefull.

Again sorry for breaking the thread of troubleshooting. My Bad.

Kieran

JonathanFreisler
12-22-2009, 11:42 AM
can any one confirm a frequent crash when the fume output preview window is open and you tweak the shader e.g. under max2010-64 with fume 1.2. OS is windows 7 ultimate64

Hmmm, neg from me.

I used, fume 1.2 in 2010 64 bit on windows 7 at work on out new i7's. And didnt have any problems with fume as far as I could tell.

That being said I wont be able to check for sure for you again, but I dont recall having problems.

Also, good job @ kogden

jimmy4d
12-22-2009, 01:18 PM
Kieran.....Hmm dude I can not get your script to work right............Where are the bmp for the icons, for the preset window,they are not in the rar?? .......I loaded all your files and I can see you your preset contaiers in my fume folder in plugins with all of mine that I have saved along with a ton of allan mckays, but thats after I make a container then load from the fume iu. I run script and nothing happens, and your container presest are a bit out of range for me..........3000x3000x3000 is just out of the qestion for me as far as a container size.

max 2010/64.....fume1.2c......windows7/64

I would like to get this working help me out here mate what am I doing wrong..........has anybody eles tried this?

NahuelL
12-22-2009, 03:43 PM
Taken from the installation file:

Run FFX_DefaultTool_v1beta.ms (Found in the Startup Dir)
Under the customize UI panel.
Toolbars.
The script is located in the kobScripts
FFX_Presets is the Name of the tool.
Drag the icon onto the tool bar you wish to use it from.

And for the bmp icons, it's part of the code. There aren't bmp files.

Hope that helps

jimmy4d
12-22-2009, 04:29 PM
Thanks man I got it too work....sorry my bad.............pertty cool.........I would like to add my own to this.

Bmoner
12-23-2009, 11:16 PM
So I understand how to render a particle system with Fume FX...

...but what I wasn't expecting was for it to essentially make every single particle a Fume FX emitter. I was assuming it'd be smart enough to make particles under a certain age mapped to the fire/flame shader, and particles above a certain age mapped to the smoke/exhaust shader.

Am I wrong in assuming this? Or is there some setup I'm missing?

SoLiTuDe
12-24-2009, 01:17 AM
So I understand how to render a particle system with Fume FX...

...but what I wasn't expecting was for it to essentially make every single particle a Fume FX emitter. I was assuming it'd be smart enough to make particles under a certain age mapped to the fire/flame shader, and particles above a certain age mapped to the smoke/exhaust shader.

Am I wrong in assuming this? Or is there some setup I'm missing?

Yes, you're wrong. :D What you were describing is more of how afterburn works, where it's essentially a shader for your particles. Fume isn't just a shader, it does fluid simulation, and then shades the simulation... using particles basically just says to fume to set some data in the simulation ie: emit fire/smoke/temperature/whatever at this position with a radius of whatever. You CAN at least map how much fire / smoke are emitted over a particles age using the controls in the particle source.

JonathanFreisler
12-25-2009, 01:16 PM
Ian hit it in one.

But yeh, using a particle source, will basically acknowledge each particle as a simple source, except you define a radius for it, and the one particle source defines all the particles in the tree. Unless you split out events using the AB pflow operator.

jimmy4d
01-02-2010, 01:47 AM
Just another Kaboom test.............just working on my camera mapping and comp stuff..

Hope you like, I know theres a ton of things that need work, getting there slowly..:banghead: .........

http://www.3dglove.com/10/web/cool_kaboom/kaboom.html

Debneyink
01-02-2010, 10:12 PM
been a while since i played with fume....
im doing a rayfire sim thing and have particles stuck to my fragment peices and the fume particle source
when im running my sim it looks okay fireflames smoke wise, but theres a scale issue it looks like each mesh fragment with the fume has a bubble around it. ive tried playing with step size but it just increases the detail and doesnt 'bring the fire closer' to the mesh fragment if you get me? the 'fire' just hovers around my mesh instead of looking like the mesh is burning...

THarland
01-03-2010, 06:30 AM
Started messing around with rendering in Mental Ray and i'm getting great results, but i'm unable to get shadows on a matte/shadow/reflection plane.
Works fine in scanline...
The only thing I can think of is the absence of the apply atmosphere option like the standard matte/shadow.
I also noticed fumefx isn't rendering through glass materials.
I tried rendering the interior of a vehicle burning, but it only shows up when I hide the glass.
I can solve these problems with workarounds and compositing, but it would be really nice to not have to go through the trouble.

PexElroy
01-04-2010, 12:35 AM
@ Debneyink - Try to adjust the FFX's particle source emitter, Radius size. if it is blobby then reduce it, and add more particles as wanted. you can also turn on/off their temp. (heat), so you can use particles as just fuel also. ;)

JohnnyRandom
01-05-2010, 07:46 PM
Can you say FUEL SMOKE & FIRE!

http://accessories.us.dell.com/sna/products/Processors/productdetail.aspx?sku=A3336421

Talk about working in stereo, now you can work in 5.1 surround sound :)

Glacierise
01-05-2010, 08:12 PM
Oh man, CRAY... Brutal :)

JohnnyRandom
01-05-2010, 08:34 PM
Be a great VFX machine, if it was freelancer affordable:D

jimmy4d
01-06-2010, 01:25 AM
stop it..........:drool:

feldy
01-06-2010, 04:58 PM
Hey guys,

Just a little test. The first one I did a few weeks ago in about 5 - 10 minutes the 2nd is my 2nd attempt with a some of the ideas that Sam had brought up like killing all the fume induced turbluence ect. I'm still trying to find ways of guiding it to were I want it to go.

www.jkendallfx.com/fume/fumepyrolook.mov (http://www.jkendallfx.com/fume/fumepyrolook.mov)

www.jkendallfx.com/fume/fumepyrolook2.mp4 (http://www.jkendallfx.com/fume/fumepyrolook2.mp4)

JonathanFreisler
01-07-2010, 12:38 AM
I love the first one. Would you be able to share some settings you used?

Venom Hawk
01-23-2010, 11:49 PM
Hey guys, I've been working on a shot for a couple of weeks now which I want to composite over a backplate. I've tracked and animated a rally car driving in a corner on a dusty road and want to simulate smoke behind the car. I've played around with fumefx a little, but don't have so much experience with it.
The problem with my simulation is that the smoke looks more like cigarette smoke rather than real dust coming from a car on a gravel road. Even though there is no turbulence in the fume settings there is still a little too much turbulence when simulating. There are no fields in the scene, only a simple source and a couple of collision objects. Also, some of the smoke sticks to the ground for some reason, I just added collision objects in the list without changing anything. I've played around with advection stride both with low and high values, gravity, bouyancy, raised the temperature a little bit, also the amount of smoke and directional velocity so it kinda spreads out a little. But no matter what settings I try, it still doesn't look good. I want the smoke to be as realistic as possible, like from a real rally car driving into a curve.

I have some reference video, especially the part between 0:30-1:30:
http://www.vimeo.com/4099542

Here's a render with fumefx settings as well:
http://www.mediafire.com/?qnwzwjtlywt

I want that look of the smoke; cloudy, a little swirly and that it is thick just behind the car and then fades away after a while. Like I said, don't have much experience with fume. I've been struggling the last 2-3 weeks without getting any good results.
Any advise on settings, or other things I should test? Can someone point me in the right direction to get a nice simulation with fume? I can also upload 3ds max file if anyone wants to see the scene.

//Thanks

Glacierise
01-24-2010, 07:26 AM
You need to look at the way you emit. I would recommend you emit from particles, because that is very controllable and would give you the cloudy look or the racecar trail - make a system that mimics the way dust and gravel are swept by the wheels, and emit with that.

fiveoften
01-24-2010, 01:03 PM
Hey guys.

I want render my fume fx explosion with a Zdeph chanel but it dosnt works.

I test it with the normal 3dsmax Zdeph chanel.

Have anyone a solution for this problem.

Venom Hawk
01-25-2010, 05:09 PM
Thanks Glacierise, I'll try with particles again. Tried it before, but got more like small missile trails from the particles that went up. Guess I'll need to setup up a better system to make it work.
And btw, does anyone know why some particles fly away just randomly when colliding with objects if you go higher with the amount in Pflow. It's about 3-4 particles that just bounce off in all directions for no reason, but if I lower the amount it doesn't happen. Also tried with subfram sampling. I don't mind them bounce off like that, it's just that they create an unwanted smoke trail behind them and messes up fume sim. Maybe it's just my scene that is not working?

Glacierise
01-25-2010, 07:49 PM
Maybe you have some more chaos in the deflector?

AnimeOne
01-30-2010, 11:26 AM
Hello, guys

I have a bit complicated scene with some cars in a shed, mist crawling on the floor and some misty tentacles comming from it surrounding the cars. I use VRay and FumeFX and here lies the problem. My shadows aren't rendering correctly(the mist itself cast shadows on the environment but recieves shadows from itself only), read here and there that this is happening but is it fixable in any way? Are Fume and VRay even compatible. I could easily render out a pass from scanline - yes, but my lightning setup is a bit unique and the pass won't match the scene at all. So can I make those two work or not? And if you have any better suggestions - please go ahead and share them http://www.vfxtalk.com/forum/images/smilies/smile.gif AB doesn't seem to work with VRay also so I guess it's out of the question...

Thanks in advance,
Simeon
http://www.vfxtalk.com/forum/images/bluefox/buttons/report.gif (http://www.vfxtalk.com/forum/report.php?p=116150)
http://www.vfxtalk.com/forum/images/bluefox/misc/progress.gif http://www.vfxtalk.com/forum/images/bluefox/buttons/edit.gif (http://www.vfxtalk.com/forum/editpost.php?do=editpost&p=116150)

kogden
01-30-2010, 12:03 PM
Hey guys.

I want render my fume fx explosion with a Zdeph chanel but it dosnt works.

I test it with the normal 3dsmax Zdeph chanel.

Have anyone a solution for this problem.

In the fusion works renderer (in the environment panel "8") make sure you have the option for z-depth ticked, Im pretty sure this then should tell max to include fumefx in the z-buffer.

Hope this helps.

JonathanFreisler
01-30-2010, 12:47 PM
@ animeone. You must be doing something wrong mate. Vray has always played well with fume. What are your shadows set to, and what's your lighting setup like?

AnimeOne
01-30-2010, 01:55 PM
@ animeone. You must be doing something wrong mate. Vray has always played well with fume. What are your shadows set to, and what's your lighting setup like?
Yeah, I thought I am doing something wrong or I wouldn't ask for help :) Well, first, when the problem occured I tried just a simple scene with scanline and a spotlight with AB shadows and Raytrace for objects. It worked perfectly - the somoke recieved shadows from a sphere that I've put above it. Then I've simply switched from scanline to VRay and it didn't render the shadow anymore. I've tried various shadow types - still nothing. I'm using max 2009, vray 1.5 sp2 and fume 1.2d. And about my scene - I have a direct light with vray shadows - area shadows with rediculous values for the distribution(which, however, work for my scene), a vray area light which is included in fume but with or without it it's the same and a VraySky map in the environment slot. What I'm trying is to retain those settings from the direct light(which acts as a sun) and of course some GI. Again even when I've tried the simplest light setup that I've mentioned above I didn't get that shadow I wanted...

AnimeOne
01-30-2010, 03:55 PM
Sorry for the double post... I've menaged to get it going - now the problem seems to be that I'm using Vray shadow. So, does Fume work with it at all is my next question?

JonathanFreisler
01-31-2010, 12:05 AM
Fume will cast shadows on itself, and other objects using vray shadows. But it wont receive shadows from other objects.

Doesn't matter what render your using, shadow mapped shadows are generally the way to go. They will work as expected, and generally because you do fume renders in a separate pass. It wont matter is they don't cast area shadows or stuff like that.

ThallDesign
01-31-2010, 04:24 PM
This is a little off-topic but I'm looking for a bit of information on how to plug the pieces I've cut up with Rayfire into Pflow, to bake them out as a mesh to shoot through FumeFX. Is this the way it's done?

Basically I might have hundreds of wall chunks, and I want them all interacting with FumeFX. So can I bring them into Pflow, and bake them out as one mesh, then bring that into Fumefx and have it interact with it, or do I really need to manually add hundreds of individual object sources for each piece Rayfire cut?

Or, is there another way to get tons of objects interacting with Fume?

http://img109.imageshack.us/img109/9821/rayfirepflow1.th.jpg (http://img109.imageshack.us/my.php?image=rayfirepflow1.jpg) http://img237.imageshack.us/img237/1953/rayfirepflow2.th.jpg (http://img237.imageshack.us/my.php?image=rayfirepflow2.jpg)

http://rapidshare.com/files/343934782/rayfire_pflow.rar.html

Here's a .max file I created last night. Rayfire to create the wall breaking and hitting the ground. PFlow to create debris spawned upon impact on the ground. This is the type of scene I'd like to have moving through FumeFX, how can this be achieved?

After reading this post I feel like it could have been cross-posted in 3 different threads. I hope this is the right one, seemed the most relevant.

SoLiTuDe
01-31-2010, 04:50 PM
There's a few ways to do what you want... yes, unfortunately doing 100's of object sources is the 'built in' way of doing it... which is why I created:
http://www.scriptspot.com/3ds-max/scripts/fume-object-source-manager

Next to that, I would use thinking particles to do groups as objects... or like you are planning pflow -> mesher. There is also another option if you are using max 2010, which is the probooleans "attach" mode (i can't remember if that's actually what it's called) which will make a single mesh from many others including all animation and such.

ThallDesign
02-01-2010, 12:29 AM
Next to that, I would use thinking particles to do groups as objects... or like you are planning pflow -> mesher. There is also another option if you are using max 2010, which is the probooleans "attach" mode (i can't remember if that's actually what it's called) which will make a single mesh from many others including all animation and such.

Thinking Particles is the way I was thinking, but that'd mean learning another plugin. I've got access to Box2 as well, and got PFlow Toolbox Office Volume 2 in the mail, which will probably lead me down the path to figuring this out, but I may need box 3.

I'll look more into that mesher method, thanks!

Bandu
02-01-2010, 01:19 AM
Thinking Particles is the way to do it! You don't have to learn much, all you need is one particle group, one dynamic set and few changes to the options.

create a particle group, rename it like you want.
create dynamic set, rename it, in it create operator Objects to Particles.
pick all your objects to become a particle.
in Master Dynamics check Groups as Objects
that's it!
now you can create an Object Source and pick the Particle Objects, it has the same name as your Particle Group.

cheers,
Bandu

PsychoSilence
02-01-2010, 01:27 AM
Yes, a wall tear down is featured on the DVD. Box3 is necessary for the course tho since it is a combined forces tutorial controlling radius of impact and such with box3. Its possible to set up with out though, you just gotta get the glueing right :) Why not using RayFire all the way btw? You would be ending up with cached geometry you can add in fume as collision objects from the get go.

kind regards,
Anselm

kogden
02-01-2010, 02:05 AM
mmmm unfortuantly i dont have box2 at home with me...but i do believe that the birth group allows animated objects.....but my memory is old and failing....so im probably totally wrong.... i would though definatley recomend DJ's source management tool, would also work a treat........

Other wise if you dont want rayfire to animate them, and if you have access to box2 id say use the birthgroup and let the particles do the dynamics with its PhysX simulator.Once you have that cached, use mesher to add back to the fumefx as a single collision object/object source....o the painfull work around ;)

hope i haven't missed the point...

Kieran

JohnnyRandom
02-01-2010, 08:05 AM
Using the mesher + pflow also has the perk that you can grab the particle mapping and emit from say the intensity channel, so it you have a box for instance with 4 white sides and 2 black you can emit fuel/smoke from the white sides. The though limited the mesher is a great workaround :)

Just an FYI you cannot use animated shapes within the box2 birth group, it is on the wish list though, so maybe ver2 will support it :)

Which indecently you can do the same with rayfire by setting the internal texture ;)

Just some thoughts

@Ian the probooleans sounds interesting :)

kogden
02-01-2010, 10:20 AM
@JohnnyRandom- sweet thought my memory was just making stuff up ;)

ThallDesign
02-01-2010, 12:24 PM
Why not using RayFire all the way btw? You would be ending up with cached geometry you can add in fume as collision objects from the get go.

kind regards,
Anselm

Sometimes in Rayfire I end up with hundreds and hundreds of pieces, and then I want particles to emit from those as well. I was hoping I could get around setting up an Object Emitter for every little piece that flies out. Ian's script is a huge time saver and I've experimented with it in my research, but the thought of having to wrangle an object emitter for every Rayfire fragment gives me a headache.

I'd also like a particle system to displace fumeFX as if it were a piece of geometry I referenced from the dialog box. If I add a particle source in the fume dialog it assumes the particles want to burn and smoke, not push through the existing volume.

I'll have to find the time this week to invest in the basics of TP... Aren't one of you veterans working on a training DVD? I think it's Hristo Velev but i might be wrong...


EDIT: Cool, Hey Hristo! I saw that awesome road destruction/fragment test you did with TP and Rayfire a year or so ago. Can't wait for the DVD. The last few posts in this thread have pretty much sealed my fate for the next few weeks. Goodbye sunlight!

Oh yeah, what ever happened to the final step of that Castle destroying tutorial series? Just on hold until the DVD is ready, or did that get old?

Glacierise
02-01-2010, 12:33 PM
Yeah it's me :) Should be out very soon.

Debneyink
02-04-2010, 10:16 AM
how do i stop my fume object source from emitting but keep the sim running so the smoke thats there drifts away? so say i want it to emit to 500 frames then stop but have the smoke thats there continue on...cheers

NahuelL
02-04-2010, 10:34 AM
You can animate the smoke.

JohnnyRandom
02-04-2010, 08:07 PM
Hey Christian, you need to select the fume source in the viewport and setup some keyframes on the emitter in the trackview. This will emit smoke for the duration of the keys and stop emission when it hit the 0.0 key, the existing smoke will remain until it dissipates. It is important that you keyframe the source through the modify panel and not the FumeFX UI.

Example Vid Flash (http://4rand.com/TEST/FumeFx/Smoke/SmokeOut/SmokeOut_controller.swf)

martaaay
02-05-2010, 10:07 PM
Does anybody know what major films FumeFX has been used in? Is there a list floating around?

Bandu
02-05-2010, 10:08 PM
this should be a long list :)

martaaay
02-05-2010, 10:24 PM
hehe.. "should be" or "would be" ? I'm mostly doing my last bit of homework before plunking down cash for it.

I guess another way to ask this question is, are there other plugins I should be considering with a comparable price tag? What would they have used in movies like xmen 3? In-house proprietary tools, or something generally available?

kogden
02-06-2010, 12:59 AM
I'll list 3 recent films...2012, GI Joe, Australia. There definatly is plenty more and totally worth the cash to purchase it! Also if you look at anything Blur has done in reagards to fumefx, there all over that, and so is prime focus, the orphanage used to be as-well i've herd. And at a guess so are ILM as Allan Mackay is/was there and he is a big fumefx user. But thats just a guess.

On a side note it currently is the fastest fluid simulator on the market, and it is definatley one of the easiest to use!

Where im working we are using fumefx on the film I'm on and it is handling some of our more complex fluids very nicely!

Also aslem and dj solitude would probably know a bunch more!

Also alot of large companies like weta, Double Neg, would use a off the self product then customise the hell out of it to make it more to what they need. Houndini is widely used, and im prettty sure its a few places customize it to there pipeline. Depends on the company, size and budget to if places do that. This i would say is just a educated guess, they might just use it off the self...hopefully some-one will answer from one of the bigger studios ;)

Also if your looking at purchasing hound the guys over at sitni, they should give you the heads up as-well

Hope this helps makes your decision

Kieran

Bandu
02-06-2010, 01:26 AM
:) And I guess Allan as an fumefx "guru" will win the FXWars Nuke Challenge (http://forums.cgsociety.org/showthread.php?s=&threadid=847637&utm_medium=plugblock&utm_source=cgtalk) :)

martaaay
02-06-2010, 06:07 AM
Thanks! I think you've loosened my credit card from my wallet! Just wanted to make sure this was industry solidified. I'm surprised there isn't a wikipedia page for FumeFX..

EricTT
02-08-2010, 05:50 AM
how to make an effect like this with fumefx?
http://www.youtube.com/watch?v=iZ9mjcb8jLQ&feature=related

Debneyink
02-08-2010, 02:04 PM
im doing some fume and krakatoa stuff
got it all working except that fro some of the sims (one of them is 500 frames)
when i put the rate up over 690000 the particle disappear and won't render?
i could partion the particles in krak but one of my other sims worked fine with 2mill in the pflow adn rendered straight off? wierd? or just me doing something wrong? (probably the latter)

NahuelL
02-08-2010, 02:07 PM
That had happened to me too. I solved it quickly by creating a new PFlow system and emitting from the frame where paraticles dissapeared.

dementol
02-08-2010, 02:27 PM
the same happends here. in a render of 200 frames, 4 are not showing particles.

Bandu
02-08-2010, 02:30 PM
im doing some fume and krakatoa stuff
got it all working except that fro some of the sims (one of them is 500 frames)
when i put the rate up over 690000 the particle disappear and won't render?
i could partion the particles in krak but one of my other sims worked fine with 2mill in the pflow adn rendered straight off? wierd? or just me doing something wrong? (probably the latter)

check the Upper Limit of Particle Amount in System Manager of your PF Source

cheers,
Bandu

adom86
02-09-2010, 10:08 PM
Hey Guys

Everytime I load Fume's interface up for the first time its fine and then whenever you move the interface (drag and move) or go back into it after closing it, it shrinks and illumination tab and source tab etc are no longer accessible.

I have tried reformating my PC, changing resolution, changing back to 100% icon size in windows (and changing to 150% and down again), changing to performance mode (old style windows look), changing to basic theme, running in compatibiity mode, old graphic drivers, old x58 chipset drivers. I stuck with the font thing and have tried setting really small fonts, normal fonts, XP Style DPI mode etc within windows 7 display section. Tried max service packs, hot fixes.

All I have read about so far in this thread is it being fixed through changing font size, windows 7 is a bit different in the font section and just allows u to change the icon sizes etc and still make no difference. I have never found something so irritating as it has only happened since my i7 build (2 days ago) It worked fine on previous installs of windows 7 and only things to change are CPU/RAM/motherboard.

I am at a loss now :(

Thank you!

adom86
02-11-2010, 11:25 AM
Im going to give up. Theres nothing left to try, done all the above again, trawled through INI files for both max and fume, nothing there. Formated again on the off chance it might work.

Looks like it just doesnt like my i7 motherboard/cpu/ram which is just silly. The main reason for upgrading was so that I can do faster sims etc.

Anyway hope any of you can offer some light on the situation

http://s766.photobucket.com/albums/xx303/adom86/?action=view&current=fume_issue.jpg&newest=1

Image above if it can help diagnose the prob

cheers

feldy
02-11-2010, 02:36 PM
Sorry to hear.I'm also on a i7 920 build 12gb ram vista 64bit never had any issues at all. maybe its a windows 7 thing. Have you tried contacting support for this?

adom86
02-11-2010, 03:01 PM
Hey sorry, here are the images

http://www.sendspace.com/file/3nu6hi (weird scaling even on the DCPFLICS, doesnt conform to windows font/layout settings)

http://www.sendspace.com/file/e3pz19 (fume scaling gone wrong)

Gonna try get in touch with support now

ThallDesign
02-11-2010, 03:12 PM
Gonna try get in touch with support now

This is your best bet. I've got a core i7 920, Asus P6T Deluxe Mobo, 12GB of Kingston Ram, and a crappy little GeForce 9600 or something and I've been running Windows 7 since I put the box together. I run Max 2009 as well. Fume runs like a dream, I only crashed once when I set my sim to use 10GB of Ram and then started watching 1080p movie trailers on the Apple site... I just wanted to see what would happen.

JohnnyRandom
02-11-2010, 05:05 PM
@adom86, out of curiosity have you tried running a theme other than Aero? It looks like your running Aero anyway. (if you did, sorry I didn't notice if you had in your other posts)

I would try running the good old Windows Classic theme and see if it helps. If not, you didn't loose anything, I mention this because I had some issues running Aero in Win7 x64 on my m1730 with max and some plugins, which were all but resolved by switching themes.

PsychoSilence
02-11-2010, 05:49 PM
I still have issues with fume and win7-64 too :( happens on both my win7 machines. I eventually get the new white screen of death and max craps out...

adom86
02-11-2010, 06:09 PM
@adom86, out of curiosity have you tried running a theme other than Aero? It looks like your running Aero anyway. (if you did, sorry I didn't notice if you had in your other posts)

I would try running the good old Windows Classic theme and see if it helps. If not, you didn't loose anything, I mention this because I had some issues running Aero in Win7 x64 on my m1730 with max and some plugins, which were all but resolved by switching themes.


Hey, yea I have tried setting windows into performance mode which clears all themes and fancy stuff away and leaves good old grey windows! (with no luck) So far I have spoke with Microsoft and they are blaming the intel i7 processor range, which I find hard to beleive seeing as it came out way before windows 7.

I am still waiting on reply from turbosquid support. But I do beleive for some reason the windows font/layout is not being applied to fumeFX. (I keep doin another format to make sure but im staying put now! I had got to fotmat number 4 lol)

Anyway, Ive just installed Vista x64 (didnt think id ever need that again) onto my spare partition. An entire new operating system dedicated to just running FumeFX, its quite funny.. but sad!

JohnnyRandom
02-11-2010, 07:30 PM
The WSOD drives me freak'n bananas! max2010 win7 app compatibility issue, me thinks, appearantly windows7 handles application screen scope and redraw differently or something-or-other mumbo-jumbo, I was told.

Bummer adom86, really strange, hope you get it fixed.

OBTW, Galagast has done it again!

http://limjeff.wordpress.com/2010/02/11/fumefx-partitioning/

I had done a few test involving multiple grids but this is just some badass ingenuity, testing it as we speak :)

adom86
02-11-2010, 09:08 PM
The Partitioner thing looks cool! Especially the long smoke trails.

Anyway, further experimentation with my problem as I await some1 from turbosquid! :P

I have just installed max 64 bit and fume 64bit exactly the same setup as my windows 7 system. So it is my i7 setup but on Vsita 64bit. It works flawlessly!

All the settings regarding fonts and display are exactly the same so It just makes no sense what so ever lol

Fun times!

SoLiTuDe
02-11-2010, 09:36 PM
OBTW, Galagast has done it again!

http://limjeff.wordpress.com/2010/02/11/fumefx-partitioning/

I had done a few test involving multiple grids but this is just some badass ingenuity, testing it as we speak :)

I've been doing this for a while now (doing it right now in fact)... but it's a nice way to automate it. Hopefully there will be a way to share data between the grids in the future.

adom86
02-11-2010, 09:39 PM
Haha im gonna become hysterical soon as I found a thread regarding windows DPI scaling and there being a problem.. much like mine!

I Kept on reading as it looked more and more promising as each post went by until...

"Fixed the Problem!
Just re-installed the Windows 7 several times, untill it started to work."

Well, I was onto my 4th format... maybe I should have kept going!

*Edit*

I beleive I may have found the issue after searching through my DXDiag output:

User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 120 DPI (125 percent)
DWM DPI Scaling: Disabled

Now I just need to find out where this magical System DPI setting is... as it clearly isnt using the one I set personally!

adom86
02-12-2010, 01:46 AM
I am so happy! 4 days of torturing my self through format after format and going through all windows 7's settings.. AND after microsoft telling me over their tech support chat that its the i7 processors fault! ive fixed it!

Basically in the end I decided to check what DXdiag was showing for the DPI scaling that windows uses for its upscaling of fonts etc (100% 125% 150% etc) and realised that it was only setting the user's DPI to 100% (96 pixels) but the system DPI stayed at 125% (120 pixels) at all times. So I went into the registry and found all the entries which had a key called 'LogPixels' and changed the hex value to 60 which gives you a 96pixel value in real terms. For futures, sake I will list which keys to edit in case you come across it:

HKEY_CURRENT_USER\Control Panel\Desktop (this one is usually ok as it is the user defined key)

HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\FontDPI (this appears to be the system one)

HKEY_CURRENT_CONFIG\Software\Fonts (not sure which this is but I put it to the same value anyway!)

I hope it can be of help if anyone comes across FumeFX UI issue, or any other for that matter, when installing windows 7 from scratch on an i7 system, even though I think the i7 system had nothing to do with it!

I probs just had 4 bad fresh installs in a row!

Regards!

ThallDesign
02-12-2010, 11:44 AM
That's some pretty bad ass troubleshooting man, great job. Does Sitni Sati know how you fixed it?

fireknght2
02-12-2010, 03:56 PM
I cannot get Fume FX settings to work right creating a muzzle flash for a Cannon. I've searched and searched and cannot find any solutions. If someone has created a muzzle flash for guns or cannons and would please share the settings I would be very grateful.
The cannon muzzle flash is more smoke than fire but I'm struggling with the timing of the fire vs smoke. If Allan has a tutorial on this available I wouldn't mind purchasing a training DVD so if that is an idea please direct me to the correct Lesson DVD for him as well.
Thank you all for your help.

Rich aka Fire Knight:buttrock:

NahuelL
02-12-2010, 04:02 PM
If you emit from particles, your particles should have a short lifespan like 1 or 2. Then disable Smoke in the Particle Src and enable 'Fuel Emits Smoke'. Then change the burn rate to a high number, like 60 (less fire). Also try a 'Time Scale' of 2.0. And add some turbulence.

ThallDesign
02-12-2010, 04:39 PM
If you emit from particles, your particles should have a short lifespan like 1 or 2. Then disable Smoke in the Particle Src and enable 'Fuel Emits Smoke'. Then change the burn rate to a high number, like 60 (less fire). Also try a 'Time Scale' of 2.0. And add some turbulence.

This. Make sure smoke channel is disabled, Check "fuel emits smoke" (which defaults to .1), I like to change it to 10 or even higher but you can experiment with that.

If you want the smoke to retain detail as it fades away don't make the dissipation strength too high. I used to think it would fade my smoke away faster but it only makes it look muddier and less defined. I forget what spinner you can animate to get it to fade away quicker.

Dreamie
02-12-2010, 05:22 PM
adom86 (http://forums.cgsociety.org/member.php?u=410788), Glad to hear you fixed it! :-)

JohnnyRandom
02-13-2010, 12:22 AM
@adom86, thats solid, good to know tidbit

fireknght2
02-13-2010, 12:44 AM
Hopefully this works Thanks everyone for your help.
I'm surprised as common as Muzzle Flash is that someone doesn't share a tutorial here. If someone comes up with any other ideas feel free to share I would love to nail this down.

Once again Thank You all.

Rich aka Fire Knight:thumbsup:

ThallDesign
02-13-2010, 06:55 AM
Hopefully this works Thanks everyone for your help.
I'm surprised as common as Muzzle Flash is that someone doesn't share a tutorial here. If someone comes up with any other ideas feel free to share I would love to nail this down.

Once again Thank You all.

Rich aka Fire Knight:thumbsup:

muzzle fashes are just So simple most people would Photoshop a single flash frame or use stock footage. It sounds like you want a more advanced sequence of the bullet expelling from the barrel, fire engulfing the barrel tip and bullet as it pushes out and smoke trailing the bullet as it exits the frame.

It's much more advanced than it may originally seem but following the fume and pflow tutorials online you can absolutely manage this effect.

kogden
02-13-2010, 07:07 AM
@fireknght2

Mmmm id give you the scene file, but i have seemed to of missed placed it. I did this test just after fumefx came out. its a crap, but the idea is there.

http://www.youtube.com/watch?v=hfxNpi8SOlY

Basically i spawned a small burst of particles with the fume spawning from them, then the cannon ball i made pass right through with a velocity multiplier (off memory, 2.5)... So firstly like you said its more smoke then fire, so make the burn rate quite fast so that the fire burns quick, also spawn smoke from fuel.

I'll look cause i think i might have an example of how you would attach that to a moving ship..i'll see if i can dig it up, and throw it up. Not a tut, but maybe usefull!

Be back soon

Kieran

galagast
02-13-2010, 09:38 AM
OBTW, Galagast has done it again!

http://limjeff.wordpress.com/2010/0...x-partitioning/ (http://limjeff.wordpress.com/2010/02/11/fumefx-partitioning/)

I had done a few test involving multiple grids but this is just some badass ingenuity, testing it as we speak :)
Thanks for the plug johnny! :D

I've been doing this for a while now (doing it right now in fact)... but it's a nice way to automate it. Hopefully there will be a way to share data between the grids in the future.
Yeah, the thought occurred to me too while doing the R&D on partitioning... I did manage to reach a point where I could save the data from the intersecting parts, then transfer those to the nearby grid, but simulations became too slow primarily because of maxscript.
Another thing I noticed was that the formation of the fluid strongly depends on how much data you transfer from neighboring grids.
I saw that it wasn't feasible enough (currently) to continue pushing it... or the method I used isn't really the best way to a approach it. hehe :D

Here's are some images from the test:
Left - Partitioned Grid (3 Parts) -> I only simulated 2 out of 3 grids
Right - Original Grid

Viewport:
http://img168.imageshack.us/img168/5792/partitiontestscreen.jpg

Rendered:
http://img705.imageshack.us/img705/8632/partitiontest.jpg

The transition area is about 5 voxels thick, and I'm assigning the voxel values as a postStep.. which (my hunch) is probably the cause of the visible broken lines of voxels.

galagast
02-13-2010, 09:40 AM
I also saw a cool link on realtime smoke for XSI, not sure if you guys saw this already....
http://thiagocosta.net/?p=171

kogden
02-13-2010, 10:42 AM
MAN!
That is the freeeking awesomeness!

Me and a mate were discussing this about a year ago...but lazyness kicked in!

F$#king great work dude!

I seriuosly cant wait to use it!

SoLiTuDe
02-13-2010, 05:51 PM
Yeah, the thought occurred to me too while doing the R&D on partitioning... I did manage to reach a point where I could save the data from the intersecting parts, then transfer those to the nearby grid, but simulations became too slow primarily because of maxscript.
Another thing I noticed was that the formation of the fluid strongly depends on how much data you transfer from neighboring grids.
I saw that it wasn't feasible enough (currently) to continue pushing it... or the method I used isn't really the best way to a approach it. hehe :D



I thought about doing the same thing, but I didn't even bother because I knew maxscript would be way too slow lol ...and you would also have to sim each grid in sequence, because it relys on the one before it (I guess there could ways around this by checking to see if the other grid has simmed the prior frame...) I also break things up into multiple grids because I can sim them all at the same time on the farm, and get them back much faster. I really hope there is a good slicing implemenation like Houdini has in a later release.

adom86
02-14-2010, 03:46 PM
Hey!

Thought I would start doing some fume work now that my little crisis is over with windows 7 and fumeFX!

One question I got, can you assign the cracked geometry in the scene to particles in particle flow?

Might give me some more control over them as I have just used rayfire in 32bit max and then had to export the geometry with animation over to the 64bit max to use with Fume. Heres the shot so far!

http://www.youtube.com/watch?v=hEVA7M4DJMY

Had to do a low res render as I am just tweaking it at the moment. There is a high res version 1 on there too but no debris/shockwave.

Cheers

NahuelL
02-14-2010, 03:57 PM
It's awesome!
How did you do that explosion? Can you give some settings/setup?

JohnnyRandom
02-14-2010, 05:39 PM
@Galagast, I noticed too the vertical distribution of temperature and turbidity was nearly impossible to do viably, to much guessing the future for the uphill grids, and as Ian mentioned you have to start at the bottom grids first. As a side note I have tried pre-inducing temp and turbulance with fuel/smoke free sources with limited success. Horizontal grid distribution on the other hand for the most part works really well, as you have noticed :)

Cool link, ICE is simply amazing, I have seen some waaaay cool stuff coming out of it. I have to admit I am a bit envious of its capabilities :)

Ian what is this slicing feature in Houdini? I can guess that it is some definable way cut up the container for sim but whats about some more info, sounds interesting. Haha, hope you enjoying Vancouver, beautiful place to say the least :)

@adom86, just an FYI there is a 64-bit version of Rayfire out ;) you no longer need to flip-flop between 32 and 64 bit. You can import the shapes into either Pflow via Box#2 or Thinking Particles if you want to changes the physics behaviour. Or you can use a mesher and vanilla pflow if you just want to emit from the geometry.

SoLiTuDe
02-14-2010, 06:04 PM
Ian what is this slicing feature in Houdini? I can guess that it is some definable way cut up the container for sim but whats about some more info, sounds interesting. Haha, hope you enjoying Vancouver, beautiful place to say the least :)


Houdini has an option (albeit I have no idea how well it works in reality), where you can take a grid, slice it up, and send it to multiple machines, the machines all talk to each other, sending information from the overlap to each other. It's not a perfect sim (overlaps add resistance in the sim), but it's a great start so far... I'm sure they'll make it better as time goes on. I wish I had multiple machines to test with. http://www.sidefx.com/index.php?option=com_content&task=view&id=1516&Itemid=216 <<there's a video as well.

adom86
02-14-2010, 06:35 PM
@adom86, just an FYI there is a 64-bit version of Rayfire out ;) you no longer need to flip-flop between 32 and 64 bit. You can import the shapes into either Pflow via Box#2 or Thinking Particles if you want to changes the physics behaviour. Or you can use a mesher and vanilla pflow if you just want to emit from the geometry.

Ah cheers buddy! Yea I see there is a 64bit version of Rayfire, I am waiting for nvidia to approve my application for Physx 2.0 or do you know a way to get it working with normal Physx.

JohnnyRandom
02-14-2010, 10:42 PM
Thanks Ian, have to give it a watch tomorrow, looks interesting, mmmnn "Upres"ing, sounds tasty :)

No, adom86 you'll have to wait, you can get the 64-bit PhysX drivers with a newer nVidia driver pack 186.xx+, you'll have to wait to get the PhysX 2.0 plugin. It shouldn't take too long, they were pretty quick, took a few days.

xtremist999
02-15-2010, 03:21 AM
Hi there,

I've just started to learn how to use FumeFX and I've have this really basic problem but I can't seem to solve it.

I've set up a Simple Emitter Fume with FumeFX and its creating nice smoke and fire inside the FumeFX box. It appears as it should in the Simulation window and I can see it in the Viewport when I click Enable Display. However when I render it, I don't see a thing!

I'm sure there's something that I've accidentally disabled or clicked, but I can't seem to work it out.

Thanks!

floopyb
02-15-2010, 03:36 AM
Hi there,

I've just started to learn how to use FumeFX and I've have this really basic problem but I can't seem to solve it.

I've set up a Simple Emitter Fume with FumeFX and its creating nice smoke and fire inside the FumeFX box. It appears as it should in the Simulation window and I can see it in the Viewport when I click Enable Display. However when I render it, I don't see a thing!

I'm sure there's something that I've accidentally disabled or clicked, but I can't seem to work it out.

Thanks!

Make sure you are rendering from a perspective viewport or a camera and make sure the fusionworks renderer is in your Atmospherics list. This is all you should need to see fire, you will need to add lights for smoke. Also double check the object properties on the fumeFX grid for renderable and visible to camera.

jimmy4d
02-15-2010, 04:22 PM
just thought I would keep posting what I come up with.....http://www.3dglove.com/10/web/ally1/alley.html (http://www.3dglove.com/10/web/ally1/alley.html)

Debneyink
02-15-2010, 11:27 PM
http://forums.cgsociety.org/showthread.php?p=6358971#post6358971

just thrown this up. i used fume to sim all the particle parts

fireknght2
02-16-2010, 01:09 AM
muzzle fashes are just So simple most people would Photoshop a single flash frame or use stock footage. It sounds like you want a more advanced sequence of the bullet expelling from the barrel, fire engulfing the barrel tip and bullet as it pushes out and smoke trailing the bullet as it exits the frame.

It's much more advanced than it may originally seem but following the fume and pflow tutorials online you can absolutely manage this effect.

Nothing really advanced to that extent but more than what photoshop will do. Fume FX has is the best when you look at the smoke and quick flame that a muzzleflash needs.
Thanks for the ideas though.


Rich aka Fire Knight

fireknght2
02-16-2010, 01:11 AM
@fireknght2

Mmmm id give you the scene file, but i have seemed to of missed placed it. I did this test just after fumefx came out. its a crap, but the idea is there.

http://www.youtube.com/watch?v=hfxNpi8SOlY

Basically i spawned a small burst of particles with the fume spawning from them, then the cannon ball i made pass right through with a velocity multiplier (off memory, 2.5)... So firstly like you said its more smoke then fire, so make the burn rate quite fast so that the fire burns quick, also spawn smoke from fuel.

I'll look cause i think i might have an example of how you would attach that to a moving ship..i'll see if i can dig it up, and throw it up. Not a tut, but maybe usefull!

Be back soon

Kieran

Exactly what I'm looking for with just a touch of fire at the muzzle end this will be magnificent. Thank You for the helpful information and great ideas.

Rich aka Fire Knight

Dreamie
02-16-2010, 06:13 PM
Hey all,

I'm wondering if anyone succeeded rendering out fumeFX temperature maps. Choosing temperature channel states it currently cannot work in rendering (as if it hints future versions might do), but I was wondering if someone found a way around it to actually render temperature maps out of a fume sim.

If its possible to export temperature data then perhaps the answer is in Krakatoa? or TP..


Thanks!

JohnnyRandom
02-16-2010, 06:42 PM
With Krakatoa of course, just export temp, simple example...

Create a quick test Grid and Sim.

Open the Krakatoa UI, enable FumeFX, and hit the Force Additive Mode (for this example)

Create a new global override KCM

Edit the KCM:
Add a new Channel op->Temperature Channel
Add a new Float op->1.0
Add a new conversion->toVector
Pipe the toVector to the Output Color Channel

Pipe the Temperature channel into any of the respective vector slots as R,G,B, fill the other two with Float operator.

Render :) Example piped to blue channel, white is hot the bluer the cooler

http://www.4rand.com/TEST/Krakatoa/andFume/TempToColor.png

Dreamie
02-16-2010, 07:02 PM
Johnny, That's awesome! Thanks! :-)

NahuelL
02-16-2010, 07:45 PM
Awesome! Thanks for sharing!

tool2heal
02-17-2010, 11:33 PM
Where are you pumping in color information? is that just the default blue color from the fumefx ui fuel shader?

Cause im trying to color realflow paticles with KCM's by imputing vorticity and havent figured out how to get only two colors instead of three.
I am using the tutorial for coloring based on velocity but when the particles settle they turn to a third color, I want two colors, a blueish for water, and a white for foam and by coloring with vorticity i should be able to get a pretty good looking foam out of realflow with krakatoa rendering.

SoLiTuDe
02-17-2010, 11:40 PM
The color info is the Op: Float to Vector --> 3 floats = a vector (color) value in this case, red and green of 1, and a blue varying based on temp

keichan102
02-19-2010, 03:21 PM
Hi all.

I had a trouble when I simulate FumeFX with TP3's particle. The problem is
FumeFX can't simulate both smoke and fire. FumeFX makes 1KB files.I tried
super simple scene that has only Position Born emitter but it didn't work.
On the other hand,when I use Pflow in same FumeFX grid. It worked normally.
Actually I'm a newbie in TP.So I wonder I missed the proper procedure...
I tried to find related topic but I couldn't.
Anyway, did you guys have same problem before? If you know, please tell me
an advice.

FumeFX ver 1.2c
TP ver 3 sp2
3dsmax ver2010 x64

Thanks in advance and sorry for my poor English.

Kei

my vimeo http://www.vimeo.com/8382829
my blog http://sky-high-nest.sblo.jp/ (sorry written in Japanese)
keichan102@gmail.com

NahuelL
02-19-2010, 10:49 PM
Hey Kei,

You need FumeFX 1.2e (fixes TP problem)

Nahuel

keichan102
02-20-2010, 01:00 PM
Hey Kei,

You need FumeFX 1.2e (fixes TP problem)

Nahuel

Hi Nahuel,

Thank you so much!

I didn't know Fume1.2e has already come out.I'll check it in no time!

Kei

my vimeo http://www.vimeo.com/8382829
my blog http://sky-high-nest.sblo.jp/ (sorry written in Japanese)
keichan102@gmail.com

Glacierise
02-20-2010, 02:54 PM
Nice work dude! Good idea about the 2-stage FFX, and also your Realflow Krakatoa rendering looks awesome, I love the foamy/rapidwater look. Cate to elaborate on this? KCM with shading by velocity?

jigu
02-21-2010, 03:26 AM
Hi Hristo,

Are you talking about this video? http://vimeo.com/8584489 and http://vimeo.com/8400492
That Realflow/Krakatoa video is by "Pixelpro" guy.

He mentioned he uses KCM color by vorticity. I also believe he used absorption and emission in Krakatoa for shading.

Glacierise
02-21-2010, 09:45 AM
Yep, that's the one - rather awesome, I should say! Maybe if you add another KCM rule, like cut the white for particles below certain speed, it will work perfectly.

keichan102
02-21-2010, 10:24 AM
Hi Hristo,

Are you talking about my works on my blog (http://sky-high-nest.sblo.jp/article/35343015.html) and vimeo too? ( I guess "2-stage FFX" means "FumeFX 2path explosion". I'm sorry if I misunderstood :-)

Anyway,In my case, I used not only vorticity channel but also velocity channel and force channel to extract foamy look.Especially vorticity channel can detect the edge of water.It's really useful.


Hi Jignesh,

Actually I referred a lot Pixelpro's work. I don't know how he rendered exactly but it looks great. I'm interested in his setting.

my vimeo http://www.vimeo.com/8382829
my blog http://sky-high-nest.sblo.jp/ (sorry written in Japanese)
keichan102@gmail.com

Glacierise
02-21-2010, 10:40 AM
My only problem with that explosion is the high buoyancy at the moment of the explosion, beautiful detail though! Another trick I'm using is to have a particle system with shapes just as boxes, shoot through the emitted fuel just a few frames after its ignited - you can sculpt beautiful things. And sometimes animate the turbulence so its high in the moment of the bang and very quickly drops to 0.

jigu
02-21-2010, 11:27 AM
Hi Jignesh,

Actually I referred a lot Pixelpro's work. I don't know how he rendered exactly but it looks great. I'm interested in his setting.

my vimeo http://www.vimeo.com/8382829
my blog http://sky-high-nest.sblo.jp/ (sorry written in Japanese)
keichan102@gmail.com (http://forums.cgsociety.org/keichan102@gmail.com)

Yes, I saw link below your post in English. I thought I would mention, as Hristo might had missed and asked you question.

galagast
02-21-2010, 03:12 PM
@Galagast, I noticed too the vertical distribution of temperature and turbidity was nearly impossible to do viably, to much guessing the future for the uphill grids, and as Ian mentioned you have to start at the bottom grids first. As a side note I have tried pre-inducing temp and turbulance with fuel/smoke free sources with limited success. Horizontal grid distribution on the other hand for the most part works really well, as you have noticed :)
@johnny - yup, as long there isn't too much motion going on in between grids, the script can come in handy :)
Houdini has an option (albeit I have no idea how well it works in reality), where you can take a grid, slice it up, and send it to multiple machines, the machines all talk to each other, sending information from the overlap to each other. It's not a perfect sim (overlaps add resistance in the sim), but it's a great start so far... I'm sure they'll make it better as time goes on. I wish I had multiple machines to test with. http://www.sidefx.com/index.php?opt...1516&Itemid=216 (http://www.sidefx.com/index.php?option=com_content&task=view&id=1516&Itemid=216) <<there's a video as well.
@ian - I saw those houdini vids too! it kinda inspired me to push experimenting with the partitioning idea (I was also doing it manually back then lol). But after realizing the nightmare of building some sort of server to modulate what is happening in between grids... I stopped. :D
Besides seeing how maxscript was too slow to process the data, I wasn't confident that our network at the office can endure the traffic.
Although I think it would have been fun/interesting to continue the experiment, I probably need to crawl my way into C++ first :eek:

@keichan102 - こんにちわ! cool to see you here! some colleagues pointed me to your blog a few months ago, awesome stuff you got there. :D

Daniel-B
02-22-2010, 09:19 PM
Hey folks. I recently served as vfx supervisor on the independent film "A Lonely Place For Dying." Cryptite (thread author) and I are good friends, so he lent his hand to a couple of shots in the film. I needed some 1970s era aerial bombing explosions looking down from above. So Cryptite went about creating some wonderful FumeFX explosions for these shots. I just thought you guys might be interested in seeing the breakdowns.

Cryptite did the explosion elements, and I handled all the other elements and compositing.

Bombing Raid Breakdown...
http://www.youtube.com/watch?v=QZaoVMLtTNQ&fmt=22

Second Raid Shot...
http://www.youtube.com/watch?v=1bRGYAysAt4&fmt=22

Fume Elements Isolated...
http://www.youtube.com/watch?v=xOFz-4YZVoM&fmt=22

If you are interested in seeing more breakdowns from the film you can view them at my blog...
http://danielbroadway.blogspot.com/2010/02/lonely-place-for-dying-vfx-breakdowns.html

JohnnyRandom
02-22-2010, 10:20 PM
Cheers, nice work :thumbsup:

Gotta love carpet bombing:D

PsychoSilence
02-23-2010, 02:32 AM
Looks really good, PixelMagic! Any info on the setups? i assume particle sources and good amount of grid density for nice detail in the turbing :)