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jimmy4d
01-24-2011, 01:08 AM
I just wanted to show you guys my updated and improved showreel, as it contains alot of fumefx work in the last part of the reel.

Youtube - Link (http://www.youtube.com/watch?v=83LqvzlZOJ0&hd=1)

http://3.bp.blogspot.com/_g5at13sGKMU/TTf8omJPSdI/AAAAAAAAADk/WPLGr8JD0zA/s400/Showreel_2009_remake.jpg


hahah that was sweet.......I noticed that the most I have seen put together of you animation sitting ducks............looks really sweet man, great animation skills dude............

jimmy4d
01-24-2011, 01:15 AM
Oh yeah Crap.........here some RnD I have been doing this week..just go my new pc up and working........Hope ya like.......http://www.3dglove.com/11/FUME_v1/FUMEv1.html

circusboy
01-24-2011, 02:05 PM
I had the same problem a few weeks ago after I updated to Fume 2.1a.
http://www.vimeo.com/16702431
For me it WAS a problem with the license system. To follow up what Johnny said, prepare your scene, close max, open max, DON'T open up the fume ui but just hit render!
If this doesn't fix it, contact the support. Everytime I had an issue with fume, Kresimir usually fixed it in about 2 hours. The support is really awesome and fast.
Hi Fabian - Can you confirm if 2.1b fixes that issue or is it still there?

FabianB
01-24-2011, 02:39 PM
Hi Fabian - Can you confirm if 2.1b fixes that issue or is it still there?
Had not much time to play around with 2.1b yet, but so far no flickering. I had some Afterflics problems though. :D But I guess that's pretty normal with a new licensing system! Everything works just fine now.

@Ronnie
Any chance to upload your reel to vimeo? Youtube tells me it's not available in my country! :wip:

Burritoh
01-24-2011, 03:08 PM
I installed the 2.1b update and did a quick test. No flickering! Thanks guys, and SitniSati!


By the way, I haven't run any sims across a network with our sim licenses yet. Does that work pretty well come render time? They all sim things the same way?

circusboy
01-24-2011, 03:37 PM
Odd i cannot find a download nor info on 2.1b. Eveything google finds me is about 2.1a or older.

I've also had trouble with the afterworks forum. The same week I was accepted I was never able to view the forums again (before i was a member i could at least read them).
http://www.afterworks.com/BBxx3/

I suppose thats where all the info is...
Any alternative paths for 2.1b?

FabianB
01-24-2011, 04:36 PM
Odd i cannot find a download nor info on 2.1b. Eveything google finds me is about 2.1a or older.

I've also had trouble with the afterworks forum. The same week I was accepted I was never able to view the forums again (before i was a member i could at least read them).
http://www.afterworks.com/BBxx3/

I suppose thats where all the info is...
Any alternative paths for 2.1b?
Yeah, not much info about the 2.1b update yet, not even on the Afterworks website.
Here is what's been changed:

- Licensing: we have converted all our plugins back to AfterFLICS. Now it uses online authorization and it's completely changed internally. That means you will have to reauthorize plugin using your current serisl number. Also, do not forget to update all the other plug-ins as well !

MXS: SetPath() - added nocheck flag. When this flag is present, a call to SetPath()won't check if folder is valid, read-only, etc..
- fixed: Retimer didn't not work with non-adaptive grid
- done: Solver optimizations - cca. 10% faster
- fixed: Windows font size and FFX UI width.
- fixed: variable density solver was not working properly if one of smoke or temperature vdMultipliers were 0.

The path for the afterworks forum changed a few weeks ago. I think they did it so that only customers have access.
You can download Fume2.1b and access the forum here:
http://www.afterworks.com/MEMBERS/login.asp

cheers,
Fabian

Darknon
01-24-2011, 08:23 PM
FabianB (http://forums.cgsociety.org/member.php?u=413795): Haven't tried to upload to vimeo yet, but I'll give it a go...

jlelievre
01-25-2011, 01:28 AM
Anyone have a script that allows you to define the size of the FumeFx preview window? I am previewing some iterations of an effect and I want to make the window fit an exact dimension. I scoured through the fumefx maxscript help and I think it is possible, but I figured I would ask in case someone else had already written something.

Thanks!

JohnnyRandom
01-25-2011, 02:34 AM
Hey Joel,

In FumeFX 2.x+ you can adjust the preview window, set your render output size to adjust the aspect and use the command:

<node>.resizePreview <integer>width

Darknon
01-25-2011, 08:01 AM
Here is a vimeo version of my showreel.

Animation/FX Showreel (http://vimeo.com/19161050)

Enjoy :)

jlelievre
01-25-2011, 01:52 PM
@JohnnyRandom - thanks man! I will give that a go and see how it works.

seb-desmet
01-26-2011, 08:21 AM
Hi,

Does anyone know how to use the fumefx velocity render pass in nuke ?

thanks

FabianB
01-26-2011, 11:52 AM
Hey guys,
I quickly threw together an explosion scene. It's not too awesome, but I think it's a good start for a large scale explosion. It definitely has too much turbulence and the smoke in the end lacks detail, perhaps someone else can build on it. :)
In the past I always used particles for explosion, this time I used the expanding sphere, like in some other files on here, and it works pretty good.
It's done with Fume 2.1b so I don't know if it sims correctly with 2.1a.
Some things to note about the sim:
01. The max iterations are animated to give it a more broken up look at the beginning but still have fluid looking smoke in the end.
02. Burnrate is animated to a negative value to prevent the fire from turning into smoke too early.

here is the video (like I said, not too awesome):
http://www.vimeo.com/19186677

and the file (Max 2010 & 2011):
http://vfx-training.com/training/FumeExplosion-3_Fabian.rar

cheers,
Fabian

Nechoj
01-27-2011, 04:29 PM
Hi,

Does anyone know how to use the fumefx velocity render pass in nuke ?

thanks

Hey Seb,

you must stick your velocity pass and your beauty pass into a copy node and copy your red- and green-channel (of the velocity pass) in the copy node e.g. to forward.u and forward.v. Than connect the copy node with a vectorblur node and select "forward" as uv channels.

Jo

HeadSmell
01-27-2011, 04:53 PM
Hi,

Does anyone know how to use the fumefx velocity render pass in nuke ?

thanks

If your NOT using a Layered EXR, create a new channel "Velocity" or what ever you want to call it in your tree, then use a vector Blur node. Set uv channels to your newly created channel.

I think you want to set the method to Forward in the VectorBlur node and select the alpha under the forward/backward drop down list aswell. Don't have access to nuke atm
EDIT: acually it might be Backward and no alpha....LOL I forget, just play around with it. I cant test it atm

floopyb
01-27-2011, 08:11 PM
If your NOT using a Layered EXR, create a new channel "Velocity" or what ever you want to call it in your tree, then use a vector Blur node. Set uv channels to your newly created channel.

I think you want to set the method to Forward in the VectorBlur node and select the alpha under the forward/backward drop down list aswell. Don't have access to nuke atm
EDIT: acually it might be Backward and no alpha....LOL I forget, just play around with it. I cant test it atm

Yeah, its Forward. Also I believe you should invert your green channel.

jimmy4d
01-28-2011, 12:00 AM
Hey guys,
I quickly threw together an explosion scene. It's not too awesome, but I think it's a good start for a large scale explosion. It definitely has too much turbulence and the smoke in the end lacks detail, perhaps someone else can build on it. :)
In the past I always used particles for explosion, this time I used the expanding sphere, like in some other files on here, and it works pretty good.
It's done with Fume 2.1b so I don't know if it sims correctly with 2.1a.
Some things to note about the sim:
01. The max iterations are animated to give it a more broken up look at the beginning but still have fluid looking smoke in the end.
02. Burnrate is animated to a negative value to prevent the fire from turning into smoke too early.

here is the video (like I said, not too awesome):
http://www.vimeo.com/19186677

and the file (Max 2010 & 2011):
http://vfx-training.com/training/FumeExplosion-3_Fabian.rar

cheers,
Fabian


cool man love to play with these files from you guys, I learn a lot......I too would always use pFlow for the start of of a explosion and found out the mesh works nice too, depends on what you want I guess...I have these files if anyone wants...http://vimeo.com/19235982 thanks man :beer:

Darknon
01-28-2011, 06:14 AM
Jimmy4d: I would like to have a look at those files, if you don't mind :) Great explosions, with great shapes.

FabianB
01-28-2011, 11:11 AM
cool man love to play with these files from you guys, I learn a lot......I too would always use pFlow for the start of of a explosion and found out the mesh works nice too, depends on what you want I guess...I have these files if anyone wants...http://vimeo.com/19235982 thanks man :beer:

Thanks! Yeah, I think looking at different setups and techniques is a great way to pick up new tricks. I wish there were more files out there to play around with.
here is a little modified version of my explosion: http://www.vimeo.com/19289091
It still isn't perfect, but it's getting there. :thumbsup:

BTW I would like to have a look at those files, too.

Glacierise
01-28-2011, 12:17 PM
Cool stuff Fabian :) One thing that would make it better is to stage it a bit more interesting - have different events/emitters that shoot in a bit different directions and origins, with a bit of time delay. You'll get more interesting shapes and development.

FabianB
01-28-2011, 12:48 PM
Cool stuff Fabian :) One thing that would make it better is to stage it a bit more interesting - have different events/emitters that shoot in a bit different directions and origins, with a bit of time delay. You'll get more interesting shapes and development.

Hey Hristo, thanks! Yeah, I think about replacing the object src I have right now with a particle src.
With the particles set up the same way the object is at the moment, expanding over a few frames only and then die. I'm sure this will help a lot with breaking it up a little more, getting this delayed explosions in there.

Darknon
01-28-2011, 12:51 PM
FabianB: now we're talking, great improvement to your explosion, turbulence is much better. Powerfull feel to it.

FabianB
01-28-2011, 01:12 PM
FabianB: now we're talking, great improvement to your explosion, turbulence is much better. Powerfull feel to it.

Thanks! What bugs me a little bit is the glow. The fire actually has some pretty cool detail but as soon as I add the glow in post, bamm it's gone. :curious: If I adjust it I get some detail back, but the glow doesn't look right. Anyone knows a cool comping trick for that?

adom86
01-28-2011, 01:35 PM
Ahhh Fabian... love your tests :)

Glacierise
01-28-2011, 01:36 PM
Render it so you don't get white, only nice deep colors. Then the glows will give you the light without clipping.

FabianB
01-28-2011, 07:56 PM
Thanks Hristo, will try it on the next one. :thumbsup:
So here is the new file:
http://vfx-training.com/training/FumeExplosion-5.rar

HeadSmell
01-29-2011, 01:36 AM
Hay guys,
been a while since I've done some fume stuff :P
was hoping to get some Comments & Critiques of my farm house burning:

http://vimeo.com/19315395
I didn't get as much detail as I wanted in the flames, wave turbulance was insta crashing max when ever I tried it...Havent decied if I'm going to add a little embers kicking up when the roof hits.

My TP sim only is here:
http://vimeo.com/19178030

Concept of shot from the end of whats eating Gilbert Grape :
http://www.youtube.com/watch?v=IMdoWzlKQBw#t=2m30s

Cheers

Darknon
01-29-2011, 06:40 AM
Thanks for sharing Fabian, awesome! :)

headsmell: It looks great, looks very real. The TP sim is perfect :)

jimmy4d
01-30-2011, 01:38 AM
Hay guys,
been a while since I've done some fume stuff :P
was hoping to get some Comments & Critiques of my farm house burning:

http://vimeo.com/19315395
I didn't get as much detail as I wanted in the flames, wave turbulance was insta crashing max when ever I tried it...Havent decied if I'm going to add a little embers kicking up when the roof hits.

My TP sim only is here:
http://vimeo.com/19178030

Concept of shot from the end of whats eating Gilbert Grape :
http://www.youtube.com/watch?v=IMdoWzlKQBw#t=2m30s

Cheers



wow that so fricking sweet.......I gotta learn TP now.............


here are those files..they are tooltoheals set up tweaked .....so credit to the man............ I just played and played withem.............www.3dglove.com/max/maxfumev1.rar

THarland
01-30-2011, 03:34 AM
Great stuff Alex & Fabian. :thumbsup:

Glacierise
01-30-2011, 07:00 AM
@Headsmell: Looking great dude!

HeadSmell
01-31-2011, 05:58 AM
Cheers Guys!

Having a bit of trouble with the wavelet on this particular sim :hmm:
the FBX files are ~300 meg after Wavelet it's about ~775meg when I try and render It insta crashes max. Anyone run into this?
I have 12 gigs of ram on my system, so I dont think it's running out of ram

adom86
01-31-2011, 07:57 AM
Big Boom! Yes it flickers... my fault! This is basically RnD on doing large scale in small containers. I think the smoke works well with this method but still not so well with the fire, always seems to crown a lot when compared to doing it in a 1000x1000x1000 grid. Anyway I do only have 6gig memory so probably didnt help.. another 6gig should be arriving tomorrow :D

The particle sources do actually go off at different times but in the video they all appear to be going off at the same time :(

http://www.adamtrowers.co.uk/wp-content/uploads/big_boom.mov

Darknon
01-31-2011, 08:33 AM
It looks great.. but yes, it could use that extra detail, to make it look really big..

Glacierise
01-31-2011, 09:36 AM
@Adam - I'd say it misses the energy of a quick initial expansion, that an explosion like this has. Otherwise it's cool :)

joconnell
01-31-2011, 10:42 AM
That looks great Adam!

One thing I notice is in is something that I get quite a bit in my sims - I can see a lot of small round globes of first at some of the edges which I tend to get at the leading edge of my fire before it starts to break up - it's a bit like the head of a jellyfish type of shape. I fine it most commonly using particle sources where fume is kind of putting a ball of fire around each particle - it's really common at the base of my fire planes where you can see a ball of fire pop on as the particle is being birthed. I like using texture maps to birth particles in different to get more variation and holes or tears appearing in the flames of the fire but this leads to the ugliness down at the base. Is the solution to use more particles with less temperature or fuel so that you get a more continuous "surface" to the flame but since you've less temperature you still get a similar amount of variation?

Glacierise
01-31-2011, 12:23 PM
The way to avoid that is to emit temperature first (with a simple src for example), and then only add the fuel with the particles. Try :)

adom86
01-31-2011, 12:27 PM
The way to avoid that is to emit temperature first (with a simple src for example), and then only add the fuel with the particles. Try :)

Interesting idea Hristo ! Shall try that now :D

adom86
01-31-2011, 03:19 PM
I have been trying out Hristo's suggestion and I quite like the results when trying to get a sharp expansion :) Shall post some results soon. I dont know if it is the correct workflow but basically had a simple source emit temperature only in the area that the particle sources 'go off' and then ramped the temperature down on the simple source.

Anyway seems to help ignite the explosion a lot quicker and not so much of a growing effect that I normally get :D

Glacierise
01-31-2011, 03:31 PM
Another thing is - don't underestimate the simple pumping of velocity in the grid. This works pretty much like a shockwave, so it's totally cool to use. Make your particles push a lot of velocity in, gradually falling off with the particles losing radius. This will give very rapid expansion, and after the initial one the advection will finish the job. Velocities don't advect very well though (somebody tell me how to do it better please) so you'll have to be careful to have high enough timescale and buoyancy to enable the advection to match with the rapidness of the expansion caused by velocity.

Glacierise
01-31-2011, 03:33 PM
This high timescale/bouyancy can then be animated down as the effect slows down, in the loooooong shots a lot of you guys make :)

adom86
01-31-2011, 03:50 PM
Shall try them techniques out aswell! :D

http://www.adamtrowers.co.uk/wp-content/uploads/smallBoom_rapid_expanse_.mov

Very low res quickly done to see how fast the expanse is. Its definately a lot faster than last method.. but explosion is smaller in general :P Needs tweaking a lot

Glacierise
01-31-2011, 04:00 PM
Another thing - don't emit all fuel. Have some sources set to smoke only, so the fire can push through them, makes it much better. And first thing you should do is turn off the ugly turbulence :)

adom86
01-31-2011, 04:13 PM
Another thing - don't emit all fuel. Have some sources set to smoke only, so the fire can push through them, makes it much better. And first thing you should do is turn off the ugly turbulence :)

Thanks Hristo really helped me today! Should have a better looking explosion soon! :D

Glacierise
01-31-2011, 04:37 PM
And finally - have in mind what's exploding. When you look at reference, there's a few colors of smoke in an explosion that's caused by an explosive. The burnt/disintegrated smoke from an impacted obj is one color, the smoke from the explosive is another, and the ground dust is a third. Try even with two, you'll like the richer look.

THarland
01-31-2011, 07:55 PM
Wow Hristo, that's a lot of useful info you just gave out there.
Maybe you should do a FFX DVD. :D

Darknon
01-31-2011, 09:08 PM
I agree. You should do a DVD. Or at least an FFX explosion tutorial :)

joconnell
01-31-2011, 10:07 PM
The way to avoid that is to emit temperature first (with a simple src for example), and then only add the fuel with the particles. Try :)

We like. And I'd echo everyone else's thoughts here - you've got a brilliant style of explaining which initially I mistook for your eat 3d dvd being a bit basic but it wast just that you're extremely thorough and you took your time going over all the small things. While I never followed along fully and actually did each exercise as I was watching the videos to cement the knowledge in place (change in companies so less spare time), at the time I was watching each section there was zero doubt in my understanding of each thing being explained. There's a lot of people getting amazing results with different methods and I'm all on for learning all of them.

jimmy4d
01-31-2011, 11:34 PM
Yes, I agree......Hristo please do a Fume tut dude, that would be sweet..... :bowdown:

Glacierise
02-01-2011, 07:11 AM
Thanks a lot guys! About the TP DVD - one of the objectives was thoroghness, so I'm glad it does work like that :) And you'll like the next one even better :P

I haven't really done many explosions professionally - I had to do some the last couple of weeks and I am discussing it with the people in the studio. There are some holes in the understanding of it, as I pointed above, and when you clear them up - cool stuff is possible. What would be nice, tutorial-wise, would be to start from a basic situation, and develop it based on understanding of what's happening. That would be useful, I'll think about it :)

kogden
02-01-2011, 12:42 PM
Velocities don't advect very well though (somebody tell me how to do it better please)

Look into animating the Simulation steps for the time you need the velocity to advect more correctly...maybe also have cubic interpolation(I'm pretty certain but I could be wrong, that having cubic interpolation on makes the advection stride far more accurate)

Anyways bunch of useful info there dude!

Kieran

Glacierise
02-01-2011, 12:58 PM
Well, making it 'more accurate' with more samples makes the velocities die-off even faster, since more steps are made and velocity is lost at each one :) Anyway, the timescale works good enough for that.

JohnnyRandom
02-02-2011, 05:23 PM
@ Hristo - Plugged - Nice work you guys :)

http://forums.cgsociety.org/showpost.php?p=6856101&postcount=1317

Darknon
02-03-2011, 10:07 AM
Hi guys

These explosions are near the same as the last ones in my "evolution of a fumefx explosion v2". But I'll show you anyway.

Again, it's for my Sitting Ducks shortfilm. I need to create alot of explosions, same kind of explosions but all with different shapes.. These are emitted from PFlow, and the only difference is the particle speed seed. I push the seed button, and I'll get an explosion with a different shape. Some shapes more interesting than others, but it works pretty well.. One big problem was, that I could make a cool explosion, but when I push the seed botten, the new shape would totally ruin the look of the explosions.. But I think I've hit the sweet spot now :)

The link below shows the same explosion, but with 5 random seeds.

Youtube link
Explosion Random Seed (http://www.youtube.com/watch?v=cA5M8hLskLk&hd=1)

Glacierise
02-03-2011, 10:48 AM
Very cool :) The only things kicking in the eye are that it's way too smooth in the beginning, but you get a nice fat blob :) Also, it disperses a bit too quickly. Very cool shapes and expansions though, nice work!

Darknon
02-03-2011, 11:08 AM
Glacierise: I'm not sure I know what you mean by "too smooth in the begining"? Oh, and I can't have the smoke hanging around longer, it already take too long to simulate I think, and that's only 400*400*400, and 125 frames and no wavelett. I would love to do a 300 frame simulation at 600*600*600, but then I can't use the computer for 2 days :)

jlelievre
02-03-2011, 12:10 PM
Nice work Darknon! What is the random seed value are you changing with these particle setups; just the position they are being emitted from?

adom86
02-03-2011, 12:52 PM
Ronnie! Nice work buddy! .. any info on your particle shapes or are they just shot 2/3 frame bursts? I like how the shape at 8 seconds shoots off in a more stretched look, could be useful.

:D

joconnell
02-03-2011, 01:08 PM
I think Glacercise means that you're getting large mushroom shapes in the main blasts of the explosion as they come out - it's a big soft crest shape rather than having smaller lumps and details in the silhouette. I'm interested in the speed change thing too - it seems like you've got a few different "bunches" of particles emitting to make up the shape with each bunch making up one of the large mushroom elements in the explosions - if you were to change the speed it wouldn't change the speed in that grouped fashion - is it a case where you have a small number of lead particles (maybe 6 or 7) and these particles spawn other particles which are the fume sources? This way the speed changes on the 6 or 7 lead particles could pass their speed on to a big group of spawned particles. Or do you have 5 different particles systems all as emitters in the one fire?

Looks great though!

Darknon
02-03-2011, 01:12 PM
Intrinsia: Not the position. It's the speed seed. but I suppose position seed will work fine as well, in this case.

adom86: The particles are emitting the first 10 frames, it gives just a little more randomness to the fire, so all the fire is not going out at the same time.

The way that Pflow are setup is something like this. I have around 20 particles that shoots out in different directions, over 10 frames (Main particles), and those 20 particles are having lots of particles following them (secondary particles, that emits fume). It means I get big bursts of particles shooting out in different directions fast, creating a cool shape. If I just used 500 particles that spreads out, I will just get a sphere shaped explosion.. The reason I need lots of the secondary particles is to advoid the jelly fish shapes, that particles tend to create..

Makes sense?

EDIT: Joconnel explains it pretty good, that's exactly what I'm doing :)

Snake Eyess
02-03-2011, 01:19 PM
Hi all

Im trying to make a meteor hit a building using fumeFX.

using the meteor object as the source, I got a issue with the smoke, its makeing a "puffing" effect instead of one continuous trail.

what do i need to tweak to sort this out?

still very green to FumeFX

Glacierise
02-03-2011, 01:25 PM
@Darknon - yeah the mushroom shapes definitely are annoying :) I also get rid of them with many small sources, and higher timescale. But I meant, in your case, that the initial shape of the explosion, right after the emission, is too much of a soft round ball, lacks detail. Maybe if you jitter the particles around?

@Snake Eyess - you need to increase the samples per frame, obviously your object is moving too fast, and fume needs to take care of the space between the frames.

Snake Eyess
02-03-2011, 01:31 PM
so do I need to increase the "CFL condition" and the "maximum simulation steps" ?

adom86
02-03-2011, 01:32 PM
Thanks ronnie that makes perfect sense :D Great tips

Glacierise
02-03-2011, 01:49 PM
so do I need to increase the "CFL condition" and the "maximum simulation steps" ?


CFL condition is the distance at which, if a value travels through the grid, sampling gets higher. Max steps are just that - max steps. It works kind of like antialiasing - you sample, if you have too big difference you subsample, until wither the difference is below the threshold or you reach max subsamples.

So CFL should be set to something reasonable - the biggest step that doesn't produce an artifact (try it experimentally) and steps - the faster, the more you need. But it also gets slower :)

Snake Eyess
02-03-2011, 02:40 PM
could someone PLEASE take a look and tell me where i am going wrong :(

here is the file, with a couple of the background plate images. (http://www.mediafire.com/?licfckcpkpwkp7e)

everything after the impact is fine... its just the before section

Snake Eyess
02-03-2011, 02:56 PM
ok., i changed the turbulence to 100, seemed to make it more random, but now after the impact it looks too violent...maybe i should animate that value.

any help on improving this scene would be appreciated

joconnell
02-03-2011, 03:04 PM
@Glacierise Could you get similar results by assigning different amounts of fuel and temperature to each particle and using the TP particle data channels so you'd get more variation and break up the mushroom parts?

@Darknon you could possibly do something similar with float data in pflow but I'm not sure if the temperature / fuel variation would make enough of a difference to break up those shapes?

JohnnyRandom
02-04-2011, 06:40 PM
Just to help clarify what Hristo said, :)

CFL is the distance in voxels at which cell data travels per step.(measured by velocity)

So with a CFL of 5, some smoke data travels 20 voxels in any direction during a Sim Step, the system will now divide the Sim Step by 4, giving you a total of 4 Sim Steps per frame so that the data only travels 5 voxels per Sim Step.

jimmy4d
02-04-2011, 11:42 PM
@Darknon - yeah the mushroom shapes definitely are annoying :) I also get rid of them with many small sources, and higher timescale. But I meant, in your case, that the initial shape of the explosion, right after the emission, is too much of a soft round ball, lacks detail. Maybe if you jitter the particles around?

@Snake Eyess - you need to increase the samples per frame, obviously your object is moving too fast, and fume needs to take care of the space between the frames.



great point....point helper with a bit of a noise mod shakes things up a bit..........

Glacierise
02-05-2011, 08:49 AM
@Glacierise Could you get similar results by assigning different amounts of fuel and temperature to each particle and using the TP particle data channels so you'd get more variation and break up the mushroom parts?

@Darknon you could possibly do something similar with float data in pflow but I'm not sure if the temperature / fuel variation would make enough of a difference to break up those shapes?

Yes, you could, but it's easiest to break it up with the velocity of the particles, I think.

joconnell
02-06-2011, 05:49 PM
Just to help clarify what Hristo said, :)

CFL is the distance in voxels at which cell data travels per step.(measured by velocity)

So with a CFL of 5, some smoke data travels 20 voxels in any direction during a Sim Step, the system will now divide the Sim Step by 4, giving you a total of 4 Sim Steps per frame so that the data only travels 5 voxels per Sim Step.

Cheers for that John - so kind of like iterations, if you look at the fume log and check what cfl it's using and see that it's at the max you've got you might need to turn up the settings a tiny bit? It seems almost like adaptive anti aliasing in it's approach to sub stepping or like thresholds in dynamics sims. In terms of visible results, Cfl relates to the stability / accuracy of the sim doesn't it? The manual seems to think that it's a general thing unless you've got very high speed fluids?

@Glacierise - using the temperature as a separate source didn't help unfortunately - still getting small little balls of fire as the particles are being born - I'm trying animated fuel too and now running a sim that lets the simple source run from frame 0 and the particles with fuel start birthing at frame 3 - it makes sense that you'd get small localised parts of fire since that's what it's being emitted from, I just think the base of my fire looks a little bit ragged. It might just be that I'm looking at the fire way too close up though. I've got a load of fire elements from a show I'm working on as reference so hopefully I'll have some good footage to aim for!

joconnell
02-07-2011, 08:48 AM
Here's a recent fire sim - you can see the little balls of fire at the base and how you get quite a broken edge from the particle sources.

http://vimeo.com/19640333

Snake Eyess
02-07-2011, 10:29 AM
im trying to make some background meteorites, but need a spot of help
im attempting to get smoke trails similar to that of 2012 (the yellowstone explosion part)

what value do i need to tweak to make the smoke trails longer and stay on longer (i.e. not dissipate so fast)

also, i need to sim the smoke before frame 0...how would i do this?
im using a PFlow to create the random meteors

joconnell
02-07-2011, 12:00 PM
Dissipation can be controlled by a few things - try a lower time scale for starters so that everything looks "bigger" and evolves slower, lower dissipation strength in the smoke section will make the smoke stay on longer too. Also turn up the smoke amount in your emitter so there's more of it packed into each voxel.

circusboy
02-07-2011, 03:23 PM
Here's a recent fire sim - you can see the little balls of fire at the base and how you get quite a broken edge from the particle sources.

http://vimeo.com/19640333
Actually i think it looks quite nice.

Two thoughts.
1) Maybe just add a pre-roll as once the fire has emitted for awhile it fills in quite nicely.
So ask yourself are you really gonna see it emit from 'nothing' in your final shot? If not it may not be an issue.
2) Whats burning? Might just be that your emitter geometry might 'hide' the ragged particle sources too. Or add an object source to the same fumebox that 'fills-in-the-gaps' a bit.

Skeletor1
02-07-2011, 07:17 PM
Could someone explain to me how you would create a fire trail that travels along a curved surface?

I've done explosions and basic fire simulations, but I'm not sure how to do a fire trail!

JohnnyRandom
02-07-2011, 07:22 PM
The CFL is a 'tweak it if you need it' type of setting. As I understood, yes it was added too, key word 'dynamically' increase accuracy of a sim. Since you don't always need 3 to however-many-to-get-ten-frames-to-look-right amount of sub steps in a simulation, why waste the time simming it. It is not always good to be adding more sub steps, time vs. accuracy vs. look. Imperative object collisions sure, just overall look maybe, maybe not.

My personal pref. is to leave CFL at default of 5 and set my sub steps to 5 (instead of the default of 1, which is basically disabling CFL), seems to work well for most general circumstances. A lot of the time it will only do 1 or 2 extra sub steps if any.

Nice fire BTW, yeah the base is a bit funky but past that very nice motion :)

also, i need to sim the smoke before frame 0...how would i do this?

Set up an initial state, basically you would need more frames at the beginning of your animation, a pre-roll, so where your first frame is 0f now your new first frame would be 30f (or still 0f but the timeline starting at -30f). or just use negative numbers in the Output Range Start Frame field, but, doing the latter, if there is no motion you will just be emitting smoke.

JoeBananas
02-07-2011, 07:25 PM
This is how I'd do it: use some geometry to represent the curved surface, then use an animated map to drive the fume sim along its shape. You could use the animated map to drive the fume sim directly, or instead use the map to drive a particle system, and use that as a source for the fume.

Both methods would work, but adding the particle system source would give you some extra control if you needed it.

Skeletor1
02-07-2011, 07:42 PM
I'm not sure how you would use a map to drive the fume sim. Do you mean to animate the FumeFX grid to cover more and more of the trail?

I was thinking maybe it was possible to turn the FumeFX grid in to a deformable box so it could follow the trail instead of having one big box which would be very inefficient I would think?

I took a screenshot of how I'd like the fire trail to animate starting down at the bottom where the tree is.

http://www.mickb.dk/firetrail.jpg

/Edit:

It seem you can't animate the size of the FumeFX grid either, so I'm stuck at the moment

adom86
02-07-2011, 08:47 PM
how about scaling your entire scene down just for the FFX stuff. I do that a few times and then comp it in afterwards :D I find it easier as you can work with values, regarding Fume, that make sense and give you control.

JoeBananas
02-07-2011, 09:41 PM
yeah, thats a good tip - working with fume is complex enough without worrying about scene scales.

Fume isn't really designed to work with things like smoke trails, it can certainly do them, but results in heavy sims that eat a lot of ram very quickly. I've found this script while looking into this before, but never used it, but looks perfect for the job though:

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

Afterburn is probably an easier tool to use for smoke trails, but really depends on what type of effect your looking for

Skeletor1
02-07-2011, 11:54 PM
I've had a go at the script you linked to, JoeBananas, but haven't gotten it to work yet - nothing happens when I click on simulate locally. I'll have a look tomorrow as well to see if I can figure it out. Too bad there's not really any documentation on how to use it.

If I were to scale the whole scene down, I'm not sure I can get the camera/daylight system to match the unscaled scene. I guess I could do a cut in between, but I would prefer to keep the same scale as the rest.

Thanks for helping me out folks. I appreciate it :beer:

JohnnyRandom
02-08-2011, 12:38 AM
If I were to scale the whole scene down, I'm not sure I can get the camera/daylight system to match the unscaled scene. I guess I could do a cut in between, but I would prefer to keep the same scale as the rest.

You don't want to render them at the same time anyway. You want to render your objects passes and then an separate set of FX passes. Putting all your eggs in one basket can waste a great deal of time when one egg breaks. Fume doesn't support mr daylight anyway ;)

Create two scenes a master and an fx scene, use a smart scale increment like reduce by 75% (anything with increments of 5,10,25 whatever) instead of grabbing the scale tool and ending up with a wonky 72.8923% or something silly that you will not ever be able to rematch correctly if you need to re-import new scene elements from the master scene.

Depending on your camera distance angle, you would be more that likely better off with straight particle systems on long shots, and use Fume for the house burn. You can make amazingly convincing fire with pflow, two winds, and some coloring in comp. especially for a long shot.

joconnell
02-08-2011, 11:35 AM
Mick - one thing that might be an idea to try is to simulate a small strip of fire that lights up in a line over 50 frames and then burns for another 500, then just duplicate your fume grid along the path, rotating it so that the end of one fire lines up with the start of the next one. Then use the start and end frames of each grid to make it look like it's one continuous bit of fire.

Skeletor1
02-08-2011, 12:13 PM
Johnny you're right the daylight would not be a problem. I'm rendering all the geometry in an external render anyway, so not sure why I said that!

I might scale the scene as you suggest if the current scale can't cope with the memory usage. I don' have pflow however, so I think I will try and solve it with FumeFX or Afterburn.

Joconnell, that would work I think, but does that not mean you'd have to render out each FumeFX grid seperately. Manually setting the timing for every grid seems time consuming (but doable), and I'm not sure 50 grids are enough to make it look like a smooth fire trail!

joconnell
02-08-2011, 12:19 PM
Joconnell, that would work I think, but does that not mean you'd have to render out each FumeFX grid seperately. Manually setting the timing for every grid seems time consuming (but doable), and I'm not sure 50 grids are enough to make it look like a smooth fire trail!

Nope - you can render all the fume grids in one pass but you're right - you will have to set the timing for each manually. You might need to overlap each a tiny bit so they blend - there's also an option to soften the fire near the edges of your fume grid which might help. Either that or just use a really high sensitivity to cut off the grid cells that aren't being used much and buy lots of ram!

joconnell
02-08-2011, 12:27 PM
Thanks for the feedback Raonull!


Two thoughts.
1) Maybe just add a pre-roll as once the fire has emitted for awhile it fills in quite nicely.
So ask yourself are you really gonna see it emit from 'nothing' in your final shot? If not it may not be an issue.

That's a good point, part of it is that I'll have to do some fire spreading on the floor and that'll definitely need to include the flame igniting. Particles might not be the best this for this though as the surface of the floor would be the fuel source rather than little small dots. What I'd love of course is one setup that looks good for every aspect of the flames. I'll have to go back and work on my texture based fire! Very good point about not looking at the element in context though.


2) Whats burning? Might just be that your emitter geometry might 'hide' the ragged particle sources too. Or add an object source to the same fumebox that 'fills-in-the-gaps' a bit.

That's a good point - in the case of something like what I'm trying above it's a bit like the ground is the course but of course if it was, it wouldn't be emitting from particles, it'd come from a flat surface and so a particle source is the wrong one to choose in this case. Back to object source for me!

Cheers,

John

circusboy
02-08-2011, 12:31 PM
I don' have pflow however, so I think I will try and solve it with FumeFX or Afterburn.


Pflow is standard issue in MAX since version 6.

adom86
02-08-2011, 04:24 PM
Do you guys find that when using FumeFX Follow operators that its stupidly slow at updating even with like 50 particles piping through?

Glacierise
02-08-2011, 04:39 PM
That's not bacause of particle counts, but because of big FFX grids that are getting sampled. Decrease the resolution of the grid and it will go faster.

adom86
02-08-2011, 04:50 PM
Cheers I will give it ago but the resolution of the grid is already quite low :P

joconnell
02-08-2011, 04:57 PM
Would be interesting to have a down sampling option in the follow op to only use every second / third cell!

Glacierise
02-08-2011, 05:21 PM
Yes, this would be great, but not there yet... it is on the wishlist though :) For now - I just sim once more, low-res (<100) and follow with that.

Burritoh
02-09-2011, 01:34 AM
I've got an issue where I had a good look going at a certain scale. Then I got handed a tracking shot with camera move and everything that is at a very different scale. This new scale changes the look of my sim quite a bit.

Since the sim does not interact with anything in the shot, could I not simply sim out at the "good" scale, then load that data in and physically scale the whole system up to match the shot's scale and position in frame? I did this with fire once or twice back in Fume 1.x and it worked out great. Since the sim box is merely a container for sim data, in this case only smoke, could this work?

Just wondering if there are any known dangers with rendering a scaled sim after it's been simulated.

SoLiTuDe
02-09-2011, 02:22 AM
I've got an issue where I had a good look going at a certain scale. Then I got handed a tracking shot with camera move and everything that is at a very different scale. This new scale changes the look of my sim quite a bit.

Since the sim does not interact with anything in the shot, could I not simply sim out at the "good" scale, then load that data in and physically scale the whole system up to match the shot's scale and position in frame? I did this with fire once or twice back in Fume 1.x and it worked out great. Since the sim box is merely a container for sim data, in this case only smoke, could this work?

Just wondering if there are any known dangers with rendering a scaled sim after it's been simulated.

I noticed at extreme scaling of the grid, the render settings will need adjusting. Otherwise, works fine.

Burritoh
02-09-2011, 02:58 AM
Cool, good to know. It may be in the 200% range (as in, scale it up by 200%). Don't know if that counts as extreme or not.

SoLiTuDe
02-09-2011, 03:08 AM
Cool, good to know. It may be in the 200% range (as in, scale it up by 200%). Don't know if that counts as extreme or not.

No, I think extreme was like 2000% or something :) I don't remember, but you shouldn't have any issues.

circusboy
02-09-2011, 02:09 PM
I do this all the time too. Only reservation is scaling up 200% may also look 'lower rez'.
Doing Wavelet on the sim should help if it is an issue.

Burritoh
02-09-2011, 02:37 PM
I do this all the time too. Only reservation is scaling up 200% may also look 'lower rez'.
Doing Wavelet on the sim should help if it is an issue.

Possibly, but in this case I'm doing all my look-dev at the same resolution as my final output, so proportionally to the frame size, it should be the same no matter the scale.

Good to know this trick!

circusboy
02-09-2011, 02:43 PM
But I guess you don't have the set (etc) at that scale? Otherwise I'd say no need to scale and re-render just comp watcha got. :beer:

Burritoh
02-09-2011, 03:45 PM
There's a tracked camera move though. So it's easier to just bring the sim in, and scale it up, than to try scaling the tracked camera.

Burritoh
02-09-2011, 04:52 PM
On a completely different note here...I'm now having an issue where loading in Wavelet data does not update my grid size, and when rendered, it looks the same as the Default. The file sets are unique, but it's almost like my Wavelet cache is reading like it's a Default cache. I'm having to resim at double-res to get my detail because of this.

Anyone else experience this?

(fume 2.1b)

jlelievre
02-09-2011, 05:09 PM
@Burritoh are you viewing your Wavelet cache after simming? Be default after a wavelet sim I think FFX uses the default cache until you switch it.

Burritoh
02-09-2011, 06:38 PM
@Burritoh are you viewing your Wavelet cache after simming? Be default after a wavelet sim I think FFX uses the default cache until you switch it.



Even when I switch to it, I don't see it. I don't get a "frames missing" message either. "Shenanigans!"

Burritoh
02-10-2011, 03:36 PM
I'm going to start keeping track of how many terabytes I've deleted throughout my carrier (which is not nearly as illustrious or lengthy as some of yours).

Last one to a full Petabyte is a rotten egg!

adom86
02-10-2011, 04:26 PM
wavelet cache issue you have happens to me quite a lot. just reload the wavelet cache in the wavelet tab and say yes to use the file's info.. done :D

circusboy
02-10-2011, 04:33 PM
Even when I switch to it, I don't see it. I don't get a "frames missing" message either. "Shenanigans!"
Do you get 'nothing' or a result file thats exact same size (sim and render MB) as default?

Burritoh
02-10-2011, 05:13 PM
@ Adom.... When I do that it either sets my grid size to 8x8x8 or to the same as the Default...:sad:


Do you get 'nothing' or a result file thats exact same size (sim and render MB) as default?

I get a file that is the exact same as the Default.



Keep in mind that this is only on certain sims. Usually Wavelet loads in just fine. But occasionally, this happens, and I usually have to resim from scratch in a new scene.

Burritoh
02-10-2011, 07:21 PM
My apologies for posting so much. I've got a rendering issue now...

I rendered out a quick TGA sequence to check in AE. I usually render out EXRs, but just for a quick test I sometimes do TGA. I set the environment color to let me see my smoke better. The renders look fine in Max, as you can see below on the left. But in After Effects and Photoshop, the alpha of the smoke gets jacked up.

Now I've only been using Max for a year or so, so maybe this is a Max question and not a Fume one. What did I do wrong here?

http://timcrowson.smugmug.com/photos/1183577998_7kQcp-XL.jpg

joconnell
02-10-2011, 07:42 PM
Photoshop for some reason is rubbish at handling alphas aside from things rendered on black, and after effects might be doing similar if you're not unpremultiplying it properly - is it assuming you're rendering against black and taking out too much at the edges?

circusboy
02-10-2011, 07:56 PM
I agree I used to use AE and for sure (back in v7 at least) there was an option in your footage import to control pre-multiply.

Burritoh
02-11-2011, 01:10 AM
There's no alpha in the render (well, all white, technically). The environment color rendered in with the image since it was set to 24-bit...so no alpha. That's what I don't understand. When I render with alpha, I usually interpret it in AE as Straight (not premult) and everything is fine.

jimmy4d
02-12-2011, 12:57 AM
just a test.........http://www.youtube.com/watch?v=4srMQ_2E2Qs

joconnell
02-12-2011, 03:51 PM
Looks huge. If the light was more zoned to the top part of the rolling smoke it'd keep the sense of scale. Looks like a rocket launch or nuke.

xplodeworkshop
02-15-2011, 06:19 PM
hi guys,
actually i m making car bomb..
but i m got confused that how i get start initially..
i need something like photorealstic.. but i m unable to do that


http://www.sonicbomb.com/iv1.php?vid=carbomb1&id=878&w=600&h=450ttitle=Car%20Bomb

this the reference, which i have to make something like this...
so pls help me....

thx

circusboy
02-15-2011, 07:55 PM
It sounds like you need a good grounding in fumefx.
Allan Mckay's dvd series is probably a good place for you.
http://vfxsolution.com/allanmckay/store/
The FumeFX Advanced DVD has a car bomb tutorial on it.

But gives you some good over all tips and tricks.

If you want free stuff google it fumefx is quite a popular topic.

bjdthomas
02-15-2011, 11:50 PM
So I posted this on Area a few minutes ago after spending the last cpl of hours searching the web for what I thought would be a simple answer.... How do you set up render passes for fumeFx? Rendering objects with holdouts etc is not the issue… what I am trying to do render a separate reflection pass and illumination pass that can be added in comp. I typically work in a maya environment, so the methods I am used to using obviously don’t translate over. I have tried turning off the fumeFx grid in “visible to camera” with a variety of different shaders on the object, which is a car to be more specific, but when i turn the visibility off, the flames/smoke do not render at all or appear in any reflections. any insight as to how I can render these passes would be greatly appreciated. Currently the fx have been rendered with scanline in max 2010sp1 but am open to other rendering solutions to achieve the results needed. Also I would hope to be able to provide my compositors with passes where the reflection “shape” is the alpha channel, not the objects alpha channel because all of our rendering has already been done in Maya. Thanks in advance for the help!

martaaay
02-16-2011, 04:15 AM
http://www.youtube.com/watch?v=n_bGEeFaRkk

martaaay
02-16-2011, 06:32 AM
@Skeletor1,
I needed a rocket that passed by the camera and went flying off into space for this production:
http://www.youtube.com/watch?v=cQSMsH9PF_I
Skip to 2:33

I did this by setting up 3 sim boxes. A hi-res one near camera. A medium range one, and far one. Then I composited them together. My .max file is publicly available and linked here:
http://pinterest.com/pin/2945692/

Burritoh
02-16-2011, 08:59 PM
Did a search here but didn't find anything on this...

Got a big problem with one of my sims stuttering. I ran a post proc on a wavelet (which usually works fine). When rendered, the result seems to go back one frame for every 2 frames. Retime factor is only 0.5.

Anyone else have this?

adom86
02-17-2011, 08:48 AM
Re-timing is always dodgy for me.. very rarely does it work so I just try get it right first time. Usually it stutters like crazy even if it's retimed a little bit. Basically just acts like you are retiming it in after effects which isn't the best. I opt for using Oflow in Nuke now as it works quite well :D

Burritoh
02-17-2011, 03:30 PM
Re-timing is always dodgy for me.. very rarely does it work so I just try get it right first time. Usually it stutters like crazy even if it's retimed a little bit. Basically just acts like you are retiming it in after effects which isn't the best. I opt for using Oflow in Nuke now as it works quite well :D

That's sad to hear. I've used a few times so far and this is the first trouble I've had.

Does anyone have any idea what kind of conditions could cause stuttering in the retiming? The default and the wavelet both render normally.

bariscan90
02-19-2011, 01:29 PM
Hello , Here are some Pyroclastic Simulations i have done for a short film ,

All comments and critics are welcome.

Full Screen , HD , Scaling Off Recommended

http://www.vimeo.com/20123415

CapitanRed
02-19-2011, 03:18 PM
hey barndon

to get reflections only in fume, right now you need to either export renderelements, which does not always workout fine, or you simply render out each element separately.

if you make your fumes invisble to camera, and you do not see reflections on your objects, make sure you see them when your fume is visible.
I recommend rendering with Vray or Final Render since they have more matte properties for holdout objects.
if you cant get alphas just for the reflections, but you need them, then render a reflection pass with fume ambient and smoke/fire colors as white (don't change the opacity curves though ;) )
this will then be your reflections alpha element.

Glacierise
02-19-2011, 03:37 PM
Great stuff Baris!

bariscan90
02-19-2011, 03:51 PM
Great stuff Baris!

Hello Glacierise , thank you,glad you like it :)

Ponomarev
02-20-2011, 07:43 AM
hi guys!
How can I prevent smoke dissapation on area, marked by green? This is large scale explosion somewhere in desert, looks like nuclear explosion without "mushroom" ))
In my case smoke is generated by fuel (smoke channel on emitter is disabled), smoke density 5, burn rate 70 - it's bring me more and more heavy smoke...and dissapation settings: strength 99, min density 3-4...I think, that begining of emission is not so bad, but by the end, during animation, strange smoke dissapation kills realism....
Thanks in advance ))

http://img251.imageshack.us/img251/1676/lsexpl01.jpg (http://img251.imageshack.us/i/lsexpl01.jpg/)

Skeletor1
02-20-2011, 12:08 PM
Here's my attempt at making a nuke like explosion http://www.youtube.com/watch?v=DW3XbKLsoL4&feature=related

The camera is turning upwards, but you can't see that because of the white background.

I'm not too happy about a few things. It doesn't look like it's that big, but that might be because it's not in an environment. I'd like to have more detail on the smoke, but not sure how to - the "folds" look too big. Vorticity is set to 1 which is the maximum.

Any suggestions on how to improve it would be helpful!

ginodauri
02-21-2011, 01:13 AM
Here's my attempt at making a nuke like explosion http://www.youtube.com/watch?v=DW3XbKLsoL4&feature=related

The camera is turning upwards, but you can't see that because of the white background.

I'm not too happy about a few things. It doesn't look like it's that big, but that might be because it's not in an environment. I'd like to have more detail on the smoke, but not sure how to - the "folds" look too big. Vorticity is set to 1 which is the maximum.

Any suggestions on how to improve it would be helpful!

It is moving too fast for big explosion.

joconnell
02-21-2011, 09:31 AM
Yep - it's too fast and it doesn't have anywhere near enough small detail in it. If you're emitting from a simple source, trying putting in a noise map into the fuel or emission channel to break it up a bit!

Ponomarev
02-21-2011, 10:28 AM
Yep - it's too fast and it doesn't have anywhere near enough small detail in it. If you're emitting from a simple source, trying putting in a noise map into the fuel or emission channel to break it up a bit!
Noise map is not so bad, but particle-based emitter, I guess, is more powerfull ) Low particle age and high speed in any direction what you need...and don't forget to increase velocity mult on particle source...watch out on particle size and their amount - all this factors control details of smoke...

But main problem of large scale sims - correct smoke dissapation IMHO....

adom86
02-21-2011, 10:34 AM
Baris I was looking forward to looking at your pyro stuff! Its dissapeared! :o

Hope it comes back :P

Skeletor1
02-21-2011, 10:43 AM
Thanks people! I'll try what you suggested later today :beer:

Darknon
02-22-2011, 07:17 AM
Yo guys. Check out this new awesome dvd from Allan Mckay :)
http://www.fumefxtraining.com/

EDIT: Oh, and here's the official trailer
http://www.youtube.com/watch?v=V3sNQ9M-Eb0&feature=feedu

Wicked
02-22-2011, 10:37 AM
Yeah, saw it on Twitter. Looks awesome! (as usual)

FabianB
02-22-2011, 11:20 AM
Yo guys. Check out this new awesome dvd from Allan Mckay :)
http://www.fumefxtraining.com/

EDIT: Oh, and here's the official trailer
http://www.youtube.com/watch?v=V3sNQ9M-Eb0&feature=feedu

Yeah it looks great! And I like the domain, too! :D
Sorry I couldn't resist! :D I know that it was not intentionally!

adom86
02-22-2011, 11:57 AM
Allans new DVD looks very cool! May have to purchase :D

Anyway onto my next project! Going to have to create a foggy/misty scene in which a car drives through. The car and interaction is fine just wondering on your guys approach whether it be particles or a simple source etc. Thinking of afterburn but would like to get it working in fume :P

circusboy
02-22-2011, 02:05 PM
I'd probably emit from a big grid with a noise texture. Maybe animated (translated) over a preroll to fill up the env space. Also be sure to check out freeflow collissions to stir up the fog.
Sometimes i attach (to the car) primitives (say spheres) and freeflow collide them if the car's geometry isn't enough to turbulize the fog on its own.

adom86
02-22-2011, 02:11 PM
Ah ha thanks for that tip on the freeflow, never really looked into it and yes the car isn't pushing the smoke around enough at the moment so I shall look into that :D

So far ive gone with a wall of short lived particles and a preroll of 250 frames. Think this might be looking ok so far :)

JohnnyRandom
02-22-2011, 06:03 PM
Anyway onto my next project! Going to have to create a foggy/misty scene in which a car drives through. The car and interaction is fine just wondering on your guys approach whether it be particles or a simple source etc.

The easiest way, you can use a grid with super low dissipation and a simple source, as simple sources are the fastest method.

Simply inject a bunch of smoke and keyframe the source out of the way, stir it gently with 1 frame or so of turbulence. You can then add some subtitles to it with a velocity or smoke only particle source.

If you leave the source where it is you need will need to constantly inject new smoke, as the container itself freeflow or not will dissipate it once it has stopped. This ruins any nice lingering drifting curls, subtle motion, and also fills in the objects trail with new smoke instead of existing.

EDIT: BTW some clarification about Freeflow, it only affects the FumeFX source velocities and nothing else, people seem to get this confused with some other function that it does not do. So for example if your source object velocities are set to 10,0 with freeflow on the velocities will be disregarded. Nothing else.:thumbsup:

HeadSmell
02-23-2011, 12:30 AM
Anyone else getting errors with the new Win 7 SP1 and .Net update?
:hmm:

jimmy4d
02-23-2011, 01:16 AM
Yo guys. Check out this new awesome dvd from Allan Mckay :)
http://www.fumefxtraining.com/

EDIT: Oh, and here's the official trailer
http://www.youtube.com/watch?v=V3sNQ9M-Eb0&feature=feedu



wow so cool.........like the army dudes too...........

amckay
02-23-2011, 02:39 AM
I like the army dudes too :)
Props go to Ronnie Ree for his awesome 3D! He created those awesome army guys and animated them, in case you couldn't tell!

Fabian yeah that really sucks mate :\ I'll make sure when your domain launches I put a button or something on the page to redirect anyone who meant to go to your site, I'm sure I'd link it anyway as it sounds like you're making a kickass site!

kogden
02-23-2011, 08:40 AM
Anyone else getting errors with the new Win 7 SP1 and .Net update?
:hmm:

By errors what do you mean?

adom86
02-23-2011, 09:55 AM
Thanks for the advice Johnny! Im going to persevere with this particle setup at the moment as I think I got a nice speed to what I am aiming for.

Hopefully post some results when I am finished, just messing around with having the car headlights interact nicely with it. Also only rendering it at 512 resolution at the moment.. still have to do at least a 1k but preferably a 2k render :)

Ponomarev
02-23-2011, 11:04 AM
Hi there ))
Can somebady help me with my little problem? ))
I've already wrote here, but received no reply http://forums.cgsociety.org/showpost.php?p=6879326&postcount=4129
Thanks in advance to all, who will respond )

adom86
02-23-2011, 11:41 AM
Ok heres a quick first attempt :D

http://www.adamtrowers.co.uk/wp-content/uploads/Fog_car_lights_.mov

It is low res upscaled to 1k with a bit of colour correction on the gain/contrast and a sharpen dropped in there brings out a few more details :D Car light interaction is work in progress but basically car drives up a road and turns into another road glaring into the camera as it does this.

circusboy
02-23-2011, 12:39 PM
Hi there ))
Can somebady help me with my little problem? ))
I've already wrote here, but received no reply http://forums.cgsociety.org/showpost.php?p=6879326&postcount=4129
Thanks in advance to all, who will respond )
Well it looks like your dissipation settings are pretty extreme. Do you want it to last longer? You are asking it to dissipate about as fast as possible-I'd return to the defaults and slowly increase. BTW A movie would help even more showing the issue.

Also mentioned earlier in the thread (regarding explosions) maybe some additional emissions that are just 'smoke based' could help.

@atom86. Great Start-only crit is the headlights turn a bit fast. You'd drive a lot more slowly and carefully on such a foggy night on a lonely country road. A simple comp with the car in question might help for context.

pauldublin
02-23-2011, 12:55 PM
Hey Fume guys, just wondering have any of you done any tests/shots with smoke disabled in the source, but with 'Fuel Creates Smoke' enables. If so what are the main differences?

Cheers

Allan's new DVD will rock by the way!!!

adom86
02-23-2011, 01:19 PM
Thanks Cirusboy!

I can't show the plate unfortunately, not yet anyway :( Im going to attempt to object track the car properly to get the exact movement but its not far off at the moment by the rough keyframes in that version.

circusboy
02-23-2011, 01:32 PM
Hey Fume guys, just wondering have any of you done any tests/shots with smoke disabled in the source, but with 'Fuel Creates Smoke' enables. If so what are the main differences?

Basically the smoke is 'generated' where the fire 'dies' . So use it when your effect is all about fire *and* smoke. It makes for a nice believable transition. But smoke on its own here will appear to generate 'out-of-thin-air'. In other words-oddly.

When you have an effect that is only about smoke (say a fog effect) than you can bypass the entire Simulate Fuel area and just generate smoke from the source directly which is faster and will make more sense visually as well.

-my two burning cents

QuakeFX
02-23-2011, 01:33 PM
Here is my first attempt:
http://www.youtube.com/watch?v=dDv7qVDEQ94

Seems a bit low-res though. :curious:

HeadSmell
02-23-2011, 05:05 PM
By errors what do you mean?
I'm getting missing DLL errors at start up...
Fume_MR.dlt
Is that for mental ray?
Fume seems to work for the most part afterward though...
just not when it's switched to mental ray...
I think it happened after the .Net update

pauldublin
02-23-2011, 08:40 PM
Basically the smoke is 'generated' where the fire 'dies' . So use it when your effect is all about fire *and* smoke. It makes for a nice believable transition. But smoke on its own here will appear to generate 'out-of-thin-air'. In other words-oddly.

When you have an effect that is only about smoke (say a fog effect) than you can bypass the entire Simulate Fuel area and just generate smoke from the source directly which is faster and will make more sense visually as well.

-my two burning cents

Cheers thanks for explaining that, makes sense now!

thanks

jimmy4d
02-25-2011, 01:30 AM
just my new WIP...........http://www.3dglove.com/11/just_a_boom/jaboom.html.

JonathanFreisler
02-25-2011, 04:06 AM
Woo, another desert explosion. Never going to get tired of them...

A few things.

The particles/rocks - not terribly sure what they are meant to be but they look out of place and don't look terribly realistic. For example, if you set a charge in the desert, even if it were below the surface I wouldn't imagine debris like what you have would shoot up the way it does. Also the shock wave travels too slow, and looks like the key light on your fume is coming from the wrong direction, check out the plants in the FG and see what there shadows are doing.

the sim looks like it has a weird pre multiplication on it or something - dark edges and the colour seems too saturated and dark.

But besides that looking good.

Cryptite
02-25-2011, 03:11 PM
The debris falls too quickly; makes the explosion look like it's only about 5' high. I'd just say reduce the gravity to half if you wanted to keep the chunks in there.

Otherwise, I agree with everything Jonathan said.

fiveoften
02-25-2011, 05:15 PM
I like the army dudes too :)
Props go to Ronnie Ree for his awesome 3D! He created those awesome army guys and animated them, in case you couldn't tell!

Fabian yeah that really sucks mate :\ I'll make sure when your domain launches I put a button or something on the page to redirect anyone who meant to go to your site, I'm sure I'd link it anyway as it sounds like you're making a kickass site!

Mr. Mc Kay

you are a sadist. I become every day emails to your core fundamentials and i cant wait to buy it. if you sell it outher US and A?

amckay
02-25-2011, 11:28 PM
Benjamin - Basically what I'm doing is a bit different to the norm, rather than outright selling the DVD, if you go to FumeFXTraining.com you sign up to a mailing list, and I send out some of the complete lessons from the DVD to try out. That way you can get some insight into what you get on the DVD, so over a few days you'll receive additional lessons etc. And then you can make up your mind at the end of the week as to whether you want to order it. I like this way as it gives everyone a fairly good insight into what they'll be receiving. And it also means I can send out other information down the line to people on that list about more cool videos and also other reports and articles I'm going to write that are related to FX. So it should make for a good resource as well.

Right this minute it's direct download, which is cool - you get it in under an hour and don't have to pay for shipping. I will be looking at a physical DVD soon.

If you want to just outright buy it you can go to http://www.fumefxtraining.com/orderPP.html

I'm glad it's done, I took 2 months off working, and just obsessively kept adding to it. But I think it's safe to say it'll be the final fume DVD I release as I think I've got everything I can think of covered.

The actual list you sign up to I plan to keep just hitting that with newsletters and videos, so it's definitely going to be something that I'll keep making new videos for. I think it's awesome we have such a great Fume FX community. And it seems to be reaching out further than just max now, every maya and houdini studio I speak or work with is always asking about 'that fume fx software' so it's starting to really become the standard for fire

jimmy4d
02-26-2011, 01:59 AM
jon and Tom, thanks for the crits mates, yeah this need works.....will add and post.....thanks

ddustin
02-26-2011, 02:06 AM
Hey, I have a scene where I want to have an object on fire, then freeze it (fire and smoke frozen in time).

If I had to make a quess as to how I would do it, I would just copy the last sim frame a few hundred times and renumber them to increment the frames.
Is there another way?
@Allan, I plan on buying your 2nd set, the firsts one is great!

David

NahuelL
02-26-2011, 10:49 AM
Hey David, yes, in the General tab, change the "Play to" to the frame you want to freeze, and change the "After End" to "End Frame".

jlelievre
02-27-2011, 08:17 PM
Seems I have run into this studdering issue some other people have experienced. It worked fine yesterday on one simulation I ran out, but today when I tried to retime it I get the studder effect. Aside from making sure I have both the temperature and and velocity channels set to export is there something else I am missing?

PexElroy
02-27-2011, 09:52 PM
@ Allan - great new DVD, of course. :twisted:

@ Joel - the jitter or studder I have seen so far, may happen when/if we animate the Time Scale on the sim tab and later do a PP re-time.

But will have to find some time this week to do more tests and share results :curious:

LeifKE
02-28-2011, 08:32 AM
Hey Allan McKay, great dvd, I purchased it on Saturday, and i have learned alot this weekend
so much Details in your videos, Thank you for sharing your knowledge, and keep up this amazing work.

all the best.
Leif.

adom86
02-28-2011, 03:07 PM
Allans DVD has a fair few handy tricks in it.. it is missing the last video but im sure he will sort that out. Have emailed him about it :D

jlelievre
02-28-2011, 06:07 PM
@PexElroy (http://forums.cgsociety.org/member.php?u=94448) - yeah the jittering seems odd; sometimes it works and sometimes it doesn't. Once thing I have noticed is that it works best if the default and retimed caches are in the same folder. Even so, it does not work 100% of the time.

LeifKE
03-01-2011, 06:09 AM
Allans DVD has a fair few handy tricks in it.. it is missing the last video but im sure he will sort that out. Have emailed him about it :D

what did he talk about in the last video, anyone know?

adom86
03-01-2011, 09:32 AM
On the chapter list the last one is FumeFX vs Realflow... its not in my downloaded files so I assume it is missing :) Unless you have it?

kogden
03-01-2011, 10:52 AM
I'm getting missing DLL errors at start up...
Fume_MR.dlt
Is that for mental ray?
Fume seems to work for the most part afterward though...
just not when it's switched to mental ray...
I think it happened after the .Net update


Well I'm a bit getting back to an answer for this..... thought of your morph targets tonite and relised i hadn't responded....sounds sorta kinky...mmm

Firstly does "Fume_MR.dlt" exist in the following location:
"\\Autodesk\3ds Max Version\plugins\AfterWorks\FumeFX"

If not you could reinstall fume... or not...cause really mental ray sux's with fume....plus your a vray guy...does it really matter? The only advantage it had compared to vray was you could get elements out of MR....and as far as i know they've fixed it in Vray now...

I'd be pretty surprised if a .NET update got into that directory though or into the MR one...I'd blame the Vray trolls banging away at the internals of you pc ;P

Probably not much help.... so i'll just go back to thinking about your morph targets.....

Cheers Kieran

kogden
03-01-2011, 11:04 AM
@PexElroy (http://forums.cgsociety.org/member.php?u=94448) - yeah the jittering seems odd; sometimes it works and sometimes it doesn't. Once thing I have noticed is that it works best if the default and retimed caches are in the same folder. Even so, it does not work 100% of the time.


It helps significantly if you have cubic interpolation ticked on.... :)

I might get some examples together and put them up.

Kieran

jlelievre
03-02-2011, 01:23 AM
Hey kogden; thanks I will give that a try and see if it helps at all.

HeadSmell
03-02-2011, 09:23 AM
Firstly does "Fume_MR.dlt" exist in the following location:
"\\Autodesk\3ds Max Version\plugins\AfterWorks\FumeFX"


LOL :D

Yea the .dlt file resides in the location, think it's bout time i bomb my computer...

!EDIT looks like there is a Patch up at the Fume Forums :)

PexElroy
03-03-2011, 11:44 AM
@ kogden / jlelievre - Excellent tip, will try that out :arteest:

Yeah, after I did the the Win 7 x64 SP1 patch, (did last week), things run fine still, but that Fume MR file is all I saw that broke. So moved it out of the folder, hehe, but this patch might help. So some thing changed for Fume in that SP.

EDIT - Ok, went to the forums and grabbed the FFX .zip , and it worked like a charm, case I have to use FFX + MR again (perfer v-ray/brazil).

Klemen
03-03-2011, 09:05 PM
Hey everybody!

Here's some amazing volcano footage I stumbled upon today...and it's in full HD!
Great FumeFX reference!

http://www.youtube.com/watch?v=JKSS811z1iI&feature=player_embedded

The guy taking the footage goes a little wild with the zoom, but on the other hand it's nice to see all that detail and debris shooting out!

martaaay
03-04-2011, 06:06 AM
I have a precanned world/animation that is too small. Is there a way to artificially lie to FumeFX about the scale of the world? i.e., rather than being 10cm x 10cm x 10cm, I want it to think it's 1m x 1m x 1m.

Klemen
03-04-2011, 06:48 AM
@martaaay: You can change your system scale by selecting your container and writing $.systemscale = x in the listener. By default this value is set to 1, so if you write $.systemscale = .5 you will double you system scale without scaling any geometry. I think this was mentioned a few pages back in this thread.

adom86
03-04-2011, 12:00 PM
wow nice find there Klemen awesome footage!

pauldublin
03-04-2011, 08:11 PM
Hey everybody!

Here's some amazing volcano footage I stumbled upon today...and it's in full HD!
Great FumeFX reference!

http://www.youtube.com/watch?v=JKSS811z1iI&feature=player_embedded

The guy taking the footage goes a little wild with the zoom, but on the other hand it's nice to see all that detail and debris shooting out!

Wow that is superb reference. Scary stuff that!

martaaay
03-04-2011, 08:58 PM
@martaaay: You can change your system scale by selecting your container and writing $.systemscale = x in the listener. By default this value is set to 1, so if you write $.systemscale = .5 you will double you system scale without scaling any geometry. I think this was mentioned a few pages back in this thread.

Ah ha! I even read those posts, but it didn't click it could be useful to me. Stupid brain!

martaaay
03-05-2011, 12:44 AM
Next question that I had solved, but it's hating me now. I'm using default scanline renderer and I need a way to matte out all the other geometry (like when you use Override Material in mental ray). What's the secret here? Internet search is giving me nothing.

martaaay
03-05-2011, 12:47 AM
Next question that I had solved, but it's hating me now. I'm using default scanline renderer and I need a way to matte out all the other geometry (like when you use Override Material in mental ray). What's the secret here? Internet search is giving me nothing.

Was working on this for 3 hours, and the moment I ask it, I appear to have solved it. I didn't think I could use Matte/Shadow with Default Scanline, buuuut, it looks to be working great.

Cryptite
03-06-2011, 02:56 AM
Hey everybody!

Here's some amazing volcano footage I stumbled upon today...and it's in full HD!
Great FumeFX reference!

http://www.youtube.com/watch?v=JKSS811z1iI&feature=player_embedded

The guy taking the footage goes a little wild with the zoom, but on the other hand it's nice to see all that detail and debris shooting out!

Here's the night version! http://www.youtube.com/watch?v=J2575Z_jTUw&feature=player_embedded#at=13

Glacierise
03-06-2011, 11:27 AM
That volcano is really stupendous. And extremely cool reference! We also have a guy here, who comes from a town near the volcano, fortunately everybody's ok :)

Timmi
03-09-2011, 05:52 AM
PexElroy wrote :


EDIT - Ok, went to the forums and grabbed the FFX .zip , and it worked like a charm, case I have to use FFX + MR again (perfer v-ray/brazil).


Can anyone tell me where ti download this patch as I am getting the same error ?


Thanks

Timmi

ddustin
03-09-2011, 04:49 PM
Hey,
I have searched here for info on shadows with FumeFX2 and Vray 2.0.

I have some text that is on fire.
The text itself generates crisp shodows but the Neither the flames or Smoke are creating shadows (yes it is selected to cast shadows).

Any thoughts?

David

ddustin
03-09-2011, 08:10 PM
So we want to update our render nodes to the newest version of FumeFX.
Using the Manual install process, we try to delete or move the previous version's files and get an access denied message because the dlu etc.. file is in use.

So you have to kill 3ds max in the task manager (remember, this is a render node, not a workstaiton) then quickly delete the old files before max restarts. Only then can you copy the new files.

If there is an easier way and I have misspoken, please enlighten me.

Don't even get me started on the Simulation license install (its so useless I just use my main work station to render the sims) Maybe I am just a dumb American, but surely there has to be a better way...

circusboy
03-09-2011, 08:23 PM
Hey,
I have searched here for info on shadows with FumeFX2 and Vray 2.0.

I have some text that is on fire.
The text itself generates crisp shodows but the Neither the flames or Smoke are creating shadows (yes it is selected to cast shadows).

Any thoughts?

David
RMB the fume box for a context menu and check the vray render properties?
(I don't have access to vray anymore-so thats just a suggestion).

ddustin
03-09-2011, 09:04 PM
RMB the fume box for a context menu and check the vray render properties?
(I don't have access to vray anymore-so thats just a suggestion).

CB, tried that, there is a check box for shadows (using Vray Sun btw), checking it does nothing...

Thanks for trying

JohnnyRandom
03-09-2011, 10:17 PM
Specifics David specifics, are you sure the lights you are using are supported by FumeFX? Same with shadows you are using. Saying something doesn't work without giving any details is just going to leave somebody guessing as to what is going on. You have been around long enough to know better ;)

ddustin
03-10-2011, 12:53 AM
John,
Showing my ignorance here... is there a list of the compatible Vray lights in the fume documentation?

JohnnyRandom
03-10-2011, 02:38 AM
Nah, no list, it is all trial and error, I can tell you that I do not know of any Vray lights that are partially or fully supported in Fume. I have never been able to get any of them to work.

finalRender has full or partial support for most of their lights.

The general workflow (at least for me) is to use standard lights and either standard or render compatible shadows. This seems to offer the most consistent and quickest results. Both Vray shadow types will work with FumeFX as well as ABshadowMap with VRay secondaries (object shadows). Note that Vray does not support Raytrace of any kind.

ddustin
03-10-2011, 11:18 AM
Nah, no list, it is all trial and error.
Yeah my comment was half tongue and cheek.
We bought Allan McKay's DVD to help figure out some stuff with fume (great Job Allen).

Will go through your Suggestions John.. thanks

ddustin
03-10-2011, 12:56 PM
We copied the MI files to the render (per Afterworks instructions) nodes and get:
DLL <C:\Program Files\Autodesk\3ds Max 2010\plugins\Afterworks\Optional\FumeFX_TP.dlo> failed to initialize. on several nodes and:
DLL <C:\Program Files\Autodesk\3ds Max 2010\plugins\Afterworks\FumeFX\FumeFX_TP.dlo> failed to initialize. on others.

Why are we getting this??


Lets see....details....
We simmed the file on our work station, copied the sim data to the network, changed the network path in the Fume UI (why doesnt Fume allow a UNC path??), rendering with scanline
David

joconnell
03-10-2011, 03:33 PM
Fumefx_tp is a plugin to link Fume FX with thinking particles - I think it's on by default with the installer but it'll throw an error if you don't have thinking particles installed. Safe to just delete if you don't use TP.

ddustin
03-10-2011, 04:09 PM
Yes I realize that and deleted those files, now the error generated is:
DLL <C:\Program Files\Autodesk\3ds Max 2010\plugins\Afterworks\FumeFX\FumeFX.dlo> failed to initialize

Can't get the Simulation licence to install either...

3DMasta
03-10-2011, 05:42 PM
Hello guys! I stuck with a problem with FFX and would like to ask for your help. Recently i dicided to render animation of Torus in fire which is coming with installation of ffx in Examples folder to test some new features of ffx 2. I tweaked some settings to achieve good looking fluid and simulated. Finally when it came to rendering i decided to optimize caches with post process to speed things up. I exported Smoke, Fire and Tex (in order to prevent fluid mapping details ) channels along with Minimize on, but when i rendered a frame from that Post cache, there was no fluid map ditails in it. Renders from Default cache are fully detailed though. After some research i found out that fluid mapping details were present in the very beginning but vanish gradually as animation proceed. Did someone encounter similar problem? Maybe i do something wrong? Any help on this would be greatly appreciated!

Default cache and nice details =)

http://img687.imageshack.us/img687/8756/deafaultfluidmapping.th.png (http://img687.imageshack.us/i/deafaultfluidmapping.png/)

Post cache and no details =(

http://img143.imageshack.us/img143/6165/postnodetails.th.png (http://img143.imageshack.us/i/postnodetails.png/)

JohnnyRandom
03-10-2011, 08:51 PM
Yeah my comment was half tongue and cheek.
We bought Allan McKay's DVD to help figure out some stuff with fume (great Job Allen).

Will go through your Suggestions John.. thanks

I figured as much :) but it is still a valid question as this does come up more often than not, especially with soo many render engines that "support" it and they all have their own lighting systems.



Interesting issue with the Cache loosing the texture, odd. hmmm. Is it scene specific or have you been able to reproduce it consistently?

ddustin
03-10-2011, 11:26 PM
We copied the MI files to the render (per Afterworks instructions) nodes and get:
DLL <C:\Program Files\Autodesk\3ds Max 2010\plugins\Afterworks\Optional\FumeFX_TP.dlo> failed to initialize. on several nodes and:
DLL <C:\Program Files\Autodesk\3ds Max 2010\plugins\Afterworks\FumeFX\FumeFX_TP.dlo> failed to initialize. on

We went into the nodes and manually removed all the old Afterworks subdirectories, then ran the install in "Custom mode", this seems to have resolved the issue.

Still can't get Network Simulating to work correctly. In the past we use DCPFLICS to configure the license to the server from our work station (using the "about" button and the "re-authourize" button). Now when we try it, the AFLICS app pops up instead, and continues to tel us we dont have a valid license.

David

bilor
03-12-2011, 10:41 AM
hi guys! I would like to share with you some FFX explosions rnd's that I made lately - the turbulance in some areas is high, but for sure the upcoming sims will have lower!
http://vimeo.com/19558778
I'm looking forward for your c&c!
Best!
-Vasilis

FlorinMocanu
03-14-2011, 09:46 AM
Recently done in my spare time, 3dsmax 2011 and fumefx 2.1a, rendered with default scanline. Sitll need to tweak some more things to it.

CC is welcome :)

http://www.youtube.com/watch?v=8KvORlV31y4

pauldublin
03-14-2011, 09:24 PM
Nice work Florin, the shockwave is great. The only thing I'm not mad on is the massive glow you have going on at the beginning

Daniel-B
03-17-2011, 12:17 AM
I created this fire following Allan's tutorial from his new training DVD. I didn't like the default render, so I took it into After Effects to give it some nice color, motion blur, and glow. Nothing fancy, but it's pretty cool.

http://www.youtube.com/watch?v=arI7Y0ZrV5Q

amckay
03-17-2011, 12:37 AM
Pixel Magic, I like it looks really awesome! Yeah keeping the detail in there would be good but the
motion etc. looks really nice
What resolution is that at?

Florin bad ass explosion as well, really nice work

jimmy4d
03-17-2011, 01:09 AM
Pixel Magic.sweet man, love the lo0k of it....... :thumbsup: .

Florin, holy crap..nice...... share your setup man, love to see how ya worked that out,

FlorinMocanu
03-17-2011, 08:22 AM
Hi guys,

Thanks for you kind words :).

The explosion is made in 3 parts.

Main fireball, done with 2 simple sources, one spherical and one cylindrical.
The rest of the blast, done with a particle flow
Shockwave done as well with a particle flow but i left the ground as a deflector so you get that rolling effect on the particles which bounce a bit on it so than the fumefx sim will stick and roll nicely on the ground...

If you want more details i'll gladly share :P

I'm re-doing parts of it and also adding some new scene elements, i want it a nice finished shot for my reel. I will post it when it's done.

Cheers,
Florin

xplodeworkshop
03-20-2011, 09:21 AM
hi guys... i need your help.. actually i have to make a smoke from which a men comes out and smoke should be interaction with men.....like someone spread the power something and then a person coming through it..
so i need men intraction with smoke(power)
i did that.. like i used four simple source to make an powder smoke.. and then add an geometry in fumefx.. but its not happening by this..
so kindly help me please.

PsychoSilence
03-21-2011, 06:22 PM
Another GREAT reference from the actual Krakatoa erupting:

http://vimeo.com/7743840

this guys video portfolio over all is great:

http://vimeo.com/marcszeglat

em3
03-21-2011, 07:14 PM
I saw the first image and just thought...great Fume reference.

http://www.theatlantic.com/infocus/2011/03/air-strikes-on-libya/100031/

pauldublin
03-21-2011, 08:42 PM
I saw the first image and just thought...great Fume reference.

http://www.theatlantic.com/infocus/2011/03/air-strikes-on-libya/100031/

Wow, great, they are some powerful images

bariscan90
03-21-2011, 09:42 PM
Hello Guys,how are you ? Here is my latest work i wanted to share with you,also a question =]

Anyone have any idea how Brian Demetz make these fires ? I would be very glad if anyone share his/her knowledge about this,thank you.

http://www.vimeo.com/20429141


http://www.finalight.com/-/maindir/webpages/order/FT002WAV.php

http://www.finalight.com/-/maindir/webpages/order/FT004WAV.php

Ponomarev
03-22-2011, 12:36 PM
Hi there )
This is my new temp of nuke explosion )
http://vimeo.com/21300500
What do you think about this? And maybe anybody already done this effect - lets discuss it? ))

FlorinMocanu
03-22-2011, 12:46 PM
i like it a lot :D .. though it would be nice if it would keep the mushroom perfect shape for a bit longer
try a cylindrical source (the basic source, but instead of spherical, you put it as cylinder)...

And your fumefx domain should be just a tad bigger so you don't get any clips

Keep it up :P

bariscan90
03-22-2011, 12:56 PM
Hi there )
This is my new temp of nuke explosion )
http://vimeo.com/21300500
What do you think about this? And maybe anybody already done this effect - lets discuss it? ))


Hi here are my previous attempts about Nukes,check it out,also read the description for the details,

Cheers.

http://www.youtube.com/watch?v=5nzolyOyWt8

mclawest
03-22-2011, 05:40 PM
Hello Guys,how are you ? Here is my latest work i wanted to share with you,also a question =]
Anyone have any idea how Brian Demetz make these fires ? I would be very glad if anyone share his/her knowledge about this,thank you.
http://www.finalight.com/-/maindir/webpages/order/FT002WAV.php
http://www.finalight.com/-/maindir/webpages/order/FT004WAV.php

Honestly, I can't actually call it as campfires, but anyway.. try to play with this scene:

bariscan90
03-22-2011, 06:47 PM
Honestly, I can't actually call it as campfires, but anyway.. try to play with this scene:

Hello man,thank you very much firstly,the scene is really simple actually but with very weird settings i should say that :) Firstly do not understand why did you set your quality value to 10 with 500 iterations , thats just waste of time without gaining any higher quality on fire/smoke,check the FumeFx Manuel to see how it affects the scene or here it is,

"Quality - This defines simulation realism. Higher quality increases realism, but means more computation and slower simulation performance. This is sometimes necessary; for example, it is advisable to increase quality for fast moving objects.


With higher Quality value, Solver will have to do more iterations in order to achieve higher accuracy and come closer to the solution of fluid dynamics equations. Don’t forget that using high Quality and keeping number of iterations limited with Maximum Iterations parameter might not result in more accurate simulations.


To allow the solver to always reach quality set by user, you might want to keep Maximum Iterations at maximum value.

"

I make the quality mostly 4,sometimes 5 for large scale scenes,keep that in mind.

Cheers.

mclawest
03-22-2011, 07:20 PM
Hello man,thank you very much firstly,the scene is really simple actually but with very weird settings i should say that :) Firstly do not understand why did you set your quality value to 10 with 500 iterations , thats just waste of time without gaining any higher quality on fire/smoke,check the FumeFx Manuel to see how it affects the scene or here it is,
I make the quality mostly 4,sometimes 5 for large scale scenes,keep that in mind.
Cheers.

actually, it is not mine scene, I downloaded it somewhere 1,5-2 years ago, but hold it in my *.max library.
BTW - did you get that you wanted?

bariscan90
03-22-2011, 07:32 PM
actually, it is not mine scene, I downloaded it somewhere 1,5-2 years ago, but hold it in my *.max library.
BTW - did you get that you wanted?

Oh,thats OK,then :beer:
No i still couldn't get what i wanted,maybe i upload a version that i have and we try to figure out how to get final light quality ?

Cheers.

Daniel-B
03-25-2011, 01:34 AM
Hey, guys. I've been playing seriously with fume for about two weeks. Last week I made fire, and this week I'm trying to make an explosion. I've been watching Allan's new DVD, which is great.

However, I'm having a problem I noticed in his sims too. At the beginning, they are too "bubbly" and not chaotic enough. They are also very dim. So it goes dark>bright>dark. An explosion should start out white hot and then dim down. Or maybe start a little smoky mixed with hot fire. Anyone know how to get a more natural look at the beginning? Below is a video link as well as full res stills to show what I mean. However, for my second attempt at a fume explosion, I think it turned out pretty well.

Although I based a lot of it on Allan's tut, I added stuff on my own to break up the plume. Particle emission is a bit different for the sources, as well as using multiple emitters.

Vid (please watch in HD)...

http://www.youtube.com/watch?v=_Tx1280BEOk

Still frames...

http://img.photobucket.com/albums/v58/PixelMagic/explosion_a_01.jpg
http://img.photobucket.com/albums/v58/PixelMagic/explosion_a_02.jpg
http://img.photobucket.com/albums/v58/PixelMagic/explosion_a_04.jpg

circusboy
03-25-2011, 02:18 PM
Looks pretty kewl! Not sure what your lighting is doing however. Looks like hardly any. Really helps smoke in particular.

As for the white hot flash at the begining - I would lean towards a comp effect.

To make it hotter and brighter at the begining maybe check your burn rate vs what your time scale is. If its really slow burning it might not be so bright at first.

NahuelL
03-25-2011, 02:37 PM
A cool trick i use for explosions is to animate the Turbulence, like from frame 0 (turb=3) to frame 10 (turb=0). That breaks it up and adds chaos. :)

circusboy
03-25-2011, 02:55 PM
Along with that animating the time scale can help-fast at the begining slow at the end.
I've even gone so far (with an explosion i otherwise like) to skip rendered frames. Like go from tiney to huge over 2-3 frames and then just carry on as normal. I find it quite hard to get fume to do that fast 'enough' with sim alone (with enough control).

FlorinMocanu
03-25-2011, 02:59 PM
You can always re-time the sime to do what you want ;)

circusboy
03-25-2011, 03:30 PM
You can always re-time the sime to do what you want ;)
Well *now* you can-when I did it last it wasn't in fume2.
That being said I've hit enough flicker issues with retiming-that if it shows up I'd go back to oldschool methods as it really seems hard to fix!

FlorinMocanu
03-25-2011, 11:44 PM
Hey guys,

I've been busy the last 2 weeks working on a new explosion. Hope you like it and CC is more than welcome :).

I used 3dsmax 2011, fumefx, PF, Default Scanline and of course After Effects.

http://www.youtube.com/watch?v=B1VulfX0yno

Best Regards,
Florin

Aboubakr
03-26-2011, 12:13 AM
Hey guys,

I've been busy the last 2 weeks working on a new explosion. Hope you like it and CC is more than welcome :).

I used 3dsmax 2011, fumefx, PF, Default Scanline and of course After Effects.

http://www.youtube.com/watch?v=B1VulfX0yno

Best Regards,
Florin

that's look cool! well done :applause:

PexElroy
03-26-2011, 01:36 PM
@ pixelmagic - nice results, dig the re-time in PP , how it has no snapping or jitter ;)

@ FlorinMocanu - excellent; greatly improved. could have ground plants flex a bit before cool shock wave. :twisted:

Rareden
03-27-2011, 07:24 AM
any one know how i can get more detail on my sims, cos mine all look flat and featureless, their are no individual tendrils, ive got the spacing at 0.011m. and its about 1min 50 a frame when simulating

Aboubakr
03-27-2011, 12:41 PM
any one know how i can get more detail on my sims, cos mine all look flat and featureless, their are no individual tendrils, ive got the spacing at 0.011m. and its about 1min 50 a frame when simulating

go here u will find a good tutorial by allanmckay about that

http://vfxsolution.com/allanmckay/2010/12/new-video-and-other-bonus-content/

PexElroy
03-27-2011, 02:51 PM
@ Rareden - there are a few basic things that have to be setup to make fire/smoke look good, try here - some helpful Fume videos to get you going - or you could grab Allan's Fume DVD (http://www.fumefxtraining.com/) when you can ;)

http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/fume-fx-a-detailed-overview/

Rareden
03-27-2011, 09:10 PM
yea i want to get allans dvd but its direct download isnt it? and im on a 10gb a month cap so his dvd would probably take up half my monthly cap lol. I do know how to get the level of detail in those tutorials you linked, i would just like to know how you get the more explosive fireballs like in pixelmagics pic up above.

Burritoh
03-28-2011, 03:57 PM
I'm currently working on a series of shots that require Fume to be used to achieve "un-natural" results (not the standard fire or smoke). Also, the effect needs to be closer to the camera than usual, so it has to be very high res.

I started out with a default sim of 469x216x305, which is a spacing of 0.2 on a 93x43x61 grid. The results are far too soft for what we need, so Wavelet lets me double that and get some *awesome* looking detail at twice the values.

So we need to retime a section of the animation. In fact, we want to take a 40-frame segment toward the end of the animation and retime it to factor of 0.1 to give us a very slow effect over 400 frames. I've done this before and it works great, but I've never done it on a Wavelet of 938x432x610.

I have a total of 200 frame simmed out, and I want to retime the last 40. I could retime a section in the middle too, and that may be the solution. Right now I'm hitting a huge RAM barrier though. I have 16GB of Ram and that gets consumed almost instantly when I start the retiming.

So how should I tackle this problem? Is fume preloading all the data from the first 160 frames before doing the retiming? Is that why it eats up so much Ram? If I start retiming from 0, everything seems okay. It's only when I have the retiming start at a very late frame that it gets weird.

I am currently resimming with an animated time scale, but I have a hunch that will change the motion too much...

Any ideas?

circusboy
03-28-2011, 04:20 PM
Hey guys,

I've been busy the last 2 weeks working on a new explosion. Hope you like it and CC is more than welcome :).

I used 3dsmax 2011, fumefx, PF, Default Scanline and of course After Effects.

http://www.youtube.com/watch?v=B1VulfX0yno

Best Regards,
Florin
Only crit as the smoke in the center gets so light colored near the end that it almost looks 'hot' (like its lit up from inside). But I think you want it to look 'cooler' than that. Might just be a problem with a gradient on the smoke.

Otherwise its boomin!

Glacierise
03-28-2011, 05:18 PM
Are you retiming the wavelet or waveletting the retimed cache? You should do the second one.

Burritoh
03-28-2011, 05:58 PM
Are you retiming the wavelet or waveletting the retimed cache? You should do the second one.


I can do that? I had no idea! I was retiming the wavelet... thanks, man!

Burritoh
03-28-2011, 08:52 PM
By the way, if I retime the Default cache and the run the wavelet on top of that, how do I make sure the wavelet runs on all the retimed frames? Do I have to adjust the start and end-frames to match the new frames created by the retiming?

Burritoh
03-29-2011, 05:01 AM
Are you retiming the wavelet or waveletting the retimed cache? You should do the second one.

Are you sure this is possible? If I retime the Default, I am unable to run the wavelet on the Post cache. Fume won't even let me do it.

ddustin
03-29-2011, 02:41 PM
Hey guys...
We have a project where we need to have a vehicle burst into flames and are going to use Fume FX2 for the project.

The vehicle will be moving when it catches fire.

Is it better to use a particle source attached to the vehicle and feed that into fume as the vehicle enters the grid or to use a low poly proxy geometry as the source?

Thanks,
David

circusboy
03-29-2011, 04:00 PM
either/or or both. You never know till you finish the shot.

Why would you emit from low poly geometry?
I tend to use them for colliders-but not nessessarily for emitters.

PexElroy
03-29-2011, 05:43 PM
@ Burritoh - yeah, if you re-time, you might have to adjust ranges or have PP update it,

threedeez
03-29-2011, 05:56 PM
Hello ladies & gents I was wondering would using fumeFX be good for a game character? if not what would be? Would a shader work that can mimic the scripting fx? I don't have much knowledge about FX creations so any direction would be helpful, I need this for a current design I am creating and It would be awesome to get some informative information from the CG talk community on how to go about implementing some fx to my design.

Thanks,
David

circusboy
03-29-2011, 06:03 PM
Probably the best you can hope for is for Fume to make generic fx (rendered out and mapped on grids) for your character. Fumefx is not a real time tool. At all.

Glacierise
03-29-2011, 07:35 PM
Both have their merits. Particles give you better control on velocity, objects give you smooth emission. Try them both :)

Bandu
03-29-2011, 07:38 PM
@ Burritoh - yeah, if you re-time, you might have to adjust ranges or have PP update it,


A few blasts (http://www.areagrey.com/other/fw47.html) with FFX 2.1 back in Dec :arteest:
Plan to revisit and re-time some stuff,

nice ! like it

it remains me to redo some of my old stuff

Glacierise
03-29-2011, 07:40 PM
Are you sure this is possible? If I retime the Default, I am unable to run the wavelet on the Post cache. Fume won't even let me do it.

You can make a new grid, take the retimed cache, copy it into the default of the new grid, wavelet there :)

PsychoSilence
03-29-2011, 07:53 PM
That's what we do here as well. Would be sweet though if it would allow for that nativelly.

JohnnyRandom
03-29-2011, 08:43 PM
That's what we do here as well. Would be sweet though if it would allow for that nativelly.

I tried writing something like that in the script you have, an easily get/set-able subfolder tree to increment wavelet and post-process but without really diving seriously into it, it wasn't easily possible. Fume likes to write wavelet and post in the currently set base simulation folder and nowhere else, you could hack it to work but that just sucks and is sloppy and stupid, to easy to risk writing more redundant files in different places unnecessarily. :sad: The caches are big enough as they are without wasting space on accidentally writing duplicates.

pauldublin
03-29-2011, 09:46 PM
Hi guys,

Just a question in relation to breaking up fume sims with procedural maps like noise and the likes. Is there a way of telling what size the noise map is when applying it to say simple source for example? Would anyone here have a knack to knowing how the map sizeis reflected in the source? It's obviously easier if the source is an object as you can see where the map is applied. I hope you understand the question not too sure if i phrased it correctly!

Paul