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jimmy4d
04-04-2008, 12:31 AM
Here is an Explosion i put together after a couple of days messing around with Fume FX.

I wanted to up the detail a bit more but it was taking ages to sim, so until get a new quad core this will have to do. Anyway hope you like it

http://homepage.ntlworld.com/l.bunton/Index.htm



wow grat stuff lee......love the hole effect on that one dude. All you guys are really kicking out some grreat sims. heres my car bomb the smoke came out wrong cus of my rendering passes I think. looks bad in AE. (TGA files) I looked at in combustion looked way better but does anyone eles see this with the smoke pass out of max? oh well still having a blast.........http://www.3dglove.com/08/cboom2.mov

leecobra
04-04-2008, 08:39 AM
Thanks for all the replies. :)

Jimmy 4d yep i notice problems in AE also when importing targas, what is weird is sometimes they are ok sometimes they are not. Very strange. AE seems to be doing alot of weird stuff for me though.

Nice car bomb :thumbsup:

gibson1980
04-05-2008, 01:43 PM
Hey guys. It is skull fire:-)
http://rapidshare.com/files/105060480/skull.rar.html

Glacierise
04-05-2008, 02:33 PM
Great result dude. More interaction with the skull would be great, also I don't really like the cold center of the fire. But you've hit the reference pretty well!

leecobra
04-05-2008, 03:07 PM
Hey guys. It is skull fire:-)
http://rapidshare.com/files/105060480/skull.rar.html


I like the fire alot looks good well done.

fireknght2
04-05-2008, 03:54 PM
Awesome remake of the Ghost Rider,:thumbsup: Feel free to send me a short tutorial on how you achieved that, I am having serious trouble getting fumeFx to give me fire, I feel like a caveman.

Fire:applause:

gibson1980
04-05-2008, 05:57 PM
specially for FIREKNHGT2:-)
http://rapidshare.com/files/105117638/Ghost.rar.html

fireknght2
04-05-2008, 10:07 PM
I will look at this and study it to try and fix my problem, once again very very good work thank you for helping me out.

Fire Knight:applause:

Bandu
04-05-2008, 10:32 PM
Hey guys. It is skull fire:-)
http://rapidshare.com/files/105060480/skull.rar.html

not bad dude, not bad...
increase the sim speed by 2.0-2.5...

cheers
Bandu

jimmy4d
04-07-2008, 12:56 AM
Hey guys. It is skull fire:-)
http://rapidshare.com/files/105060480/skull.rar.html


:bounce: sweetdude................

fireknght2
04-07-2008, 08:45 PM
Sorry Gibson I get an error when trying to open the file not sure why but sure bummed me out was looking forward to learning.
Maybe there is another way?

Fire:sad:

jimmy4d
04-07-2008, 11:32 PM
light up the tires baby.......just testing the hole burnout thingie..........http://www.3dglove.com/08/burnout2.mov

Wicked
04-08-2008, 09:19 AM
Haha cool! Nice sound! :thumbsup:

Do have a few crits though, and I guess you're gonna fix them since this is a wip. But just in case you forget about them.. ;)
- the smoke appears way to fast (Also check this youtube clip (http://www.youtube.com/watch?v=-d169ueKDeM))
- the smoke should be a lot brighter/whiter
(- the wind blows the smoke away too fast. But maybe this is what you want?)

But still it already is a very nice clip. Looking forward for other wips :)

jimmy4d
04-08-2008, 12:12 PM
Haha cool! Nice sound! :thumbsup:

Do have a few crits though, and I guess you're gonna fix them since this is a wip. But just in case you forget about them.. ;)
- the smoke appears way to fast (Also check this youtube clip (http://www.youtube.com/watch?v=-d169ueKDeM))
- the smoke should be a lot brighter/whiter
(- the wind blows the smoke away too fast. But maybe this is what you want?)

But still it already is a very nice clip. Looking forward for other wips :)


hahaha Great youtube clip the dude in back of the bed killed me.:)

Thanks for the crits, Ya I started out with the smoke to bright so I changed in my afc and render section of fume. Than after playing with the lighting I found I need to crank it back up. I know the smoke starts really fast, having a hard time with this to get it to look right...any tips are welcome..:wip: .........I also agree with the wind,to much to soon at the start....also I want to make it a bit longer. thanks again.

gibson1980
04-09-2008, 01:13 PM
Sorry Gibson I get an error when trying to open the file not sure why but sure bummed me out was looking forward to learning.
Maybe there is another way?

Fire:sad:

This is my settings...
http://rapidshare.com/files/106099804/Set_FumeFX.rar.html

fireknght2
04-09-2008, 04:06 PM
Thank you very much gibson I hope this works I sorta want to create the same thing but with an entire character and in a different color of fire.
I appreciate your help.

Fire:buttrock:

gibson1980
04-09-2008, 04:18 PM
enjoy :-) :-) :-)

Bravado
04-09-2008, 05:02 PM
Post deleted- problem solved, sorry.

jimmy4d
04-10-2008, 12:24 AM
hey will fume work ok on max 2009??? before I install and all.

SoLiTuDe
04-10-2008, 12:31 AM
hey will fume work ok on max 2009??? before I install and all.

Nope. Plugins need a recompile before they will work with 2009.

jimmy4d
04-10-2008, 01:51 AM
Thanks Ian, :bowdown: Damm whats the point in 2009 anyhow. Wow you got maya viewpoint rotater thingiemabob. I hate that thing anyhow....cool thanks dude , back to blowing sh_t up.:scream:

murugucgs
04-10-2008, 02:02 AM
Hi guys...!
Can some body post me a good tutorial on Fumefx explosion?? more like a car blast thing!
waiting for your positive reply! that will be better if it has particle simulation too....!
Thanks in advance!

SoLiTuDe
04-10-2008, 02:10 AM
Thanks Ian, :bowdown: Damm whats the point in 2009 anyhow. Wow you got maya viewpoint rotater thingiemabob. I hate that thing anyhow....cool thanks dude , back to blowing sh_t up.:scream:

It shouldn't take too long though, it's not a major change like max8-9 was. It's just a compiler, not the SDK.

Hi guys...!
Can some body post me a good tutorial on Fumefx explosion?? more like a car blast thing!
waiting for your positive reply! that will be better if it has particle simulation too....!
Thanks in advance!

http://tutorials.themaxer.de/carbomb/ffx_car_explosion_tutorial.html Tut from Radioactive3d.de

Fumefx tuts are still scarce. There may be something in the works though...

pixel9
04-10-2008, 08:23 AM
I got a strange effect, when using FumeFX together with V-Ray 1.5SP1. I'm using a simple Scene with a PhysicalCam, V-Ray Sun, GI and a quite simple FumeFX setup.

The precalculation of the GI looks fine, but when it comes to render the final picture, the smoke overlaps the fire nearly completely.

Does anyone have some good tips on this?

pixel9
04-10-2008, 08:48 AM
Strange effect, but I found @ Chaosgroup forums that exposure control needs to be turned off, if using a V-Ray Physical Camera. :curious:

JohnnyRandom
04-10-2008, 03:48 PM
Hi guys...!
Can some body post me a good tutorial on Fumefx explosion?? more like a car blast thing!
waiting for your positive reply! that will be better if it has particle simulation too....!
Thanks in advance!

I believe jimmy4d put a tut together on his car explosion, sorry don't know the link to it.

Soledine
04-10-2008, 06:47 PM
Is there a way to start simulation at frame -50 or something? so it only simulates the fire and not the starting of the fire?

cause i only want a fire effect instead of the starting of the fire, cause my pc doesnt really simulate it all that fast hehe

JohnnyRandom
04-10-2008, 06:53 PM
Even if you start at -50 fume needs to calculate up to 0, it can't determine the future, without any previous calculation it would not know what it is going to look like:)

Soledine
04-11-2008, 05:10 AM
Even if you start at -50 fume needs to calculate up to 0, it can't determine the future, without any previous calculation it would not know what it is going to look like:)

aah yes ofcourse haha

atleast i tried hehe

thanks for your quick answer! :D

Bercon
04-11-2008, 06:18 AM
Here is my test on how to get the fire last longer in explosion, so it just doesn't turn into smoke right away. I have intial simple source which causes the explosion, then I have 3000 pflow particles which have varying age (when they get deleted) and are driven by the FumeFX simulation on the fly and emit fuel. Its not exactly realistic but with more variation to initial particle locations and higher particle count I think it could look more real.

http://www.niksula.cs.hut.fi/~jylilamm/graphics/ExplosionFFX_05.jpg (263k)

http://www.niksula.cs.hut.fi/~jylilamm/Assy/ExplosionFFX_06.mov (1.8MB)

pixel9
04-11-2008, 06:58 AM
I believe jimmy4d put a tut together on his car explosion, sorry don't know the link to it.

No problem. The tutorial is done by Jörg Gerlach, a friend of mine.

--> http://www.radioactive3d.de/index.php?option=com_content&view=article&id=45:tutorials&catid=36:tutorials&Itemid=74

Direct link:
--> http://tutorials.themaxer.de/carbomb/ffx_car_explosion_tutorial.html

JohnnyRandom
04-11-2008, 08:51 PM
No problem. The tutorial is done by Jörg Gerlach, a friend of mine.

--> http://www.radioactive3d.de/index.php?option=com_content&view=article&id=45:tutorials&catid=36:tutorials&Itemid=74

Direct link:
--> http://tutorials.themaxer.de/carbomb/ffx_car_explosion_tutorial.html

Thanks Tobias, i saw it from another forum a little while back and couldn't find the post:argh:, so I gather it was titled incorrectly :sad:


Cool Boom Bercon :)

pixel9
04-12-2008, 08:14 AM
Yeah, he rocks FumeFX, Johnny. :thumbsup:

Just made my own start on FumeFX. I'll see what I will come up with.

buller
04-14-2008, 03:49 AM
No problem. The tutorial is done by Jörg Gerlach, a friend of mine.

--> http://www.radioactive3d.de/index.php?option=com_content&view=article&id=45:tutorials&catid=36:tutorials&Itemid=74

Direct link:
--> http://tutorials.themaxer.de/carbomb/ffx_car_explosion_tutorial.html
i cant seem to save it to view offline

pixel9
04-14-2008, 07:17 AM
Mabe you can, with FlashGet, or, analyze the webpages' source code and extract the link to the video.

pixel9
04-14-2008, 07:21 AM
Hi there!

I spent a bunch of time to a start on FumeFX and this is, what I came up after 2 days, experimenting a bit.

Done, using FumeFX and V-Ray GI. The fire effect illuminates the scene quite a bit.

http://www.tobyatwork.de/3d-worxx/VFX/fumeFX/tests/fumefx_and_vrayGI.mov

What do you think?

grury
04-14-2008, 07:48 AM
Nice one Tobias. The GI works pretty nicelly, something I been meant to try out for a while.
I guess the fire feels a bit too wild though.

amckay
04-15-2008, 12:12 AM
Nice work mate!!
Yeah GI can take a while to render with fume, but you get some really nice light interaction that otherwise is difficult to mimic.

gibson1980
04-15-2008, 02:45 AM
FumeFX and V-Ray GI :-)))
http://rapidshare.com/files/107578515/12.avi.html

pixel9
04-15-2008, 06:17 AM
Nice one Tobias. The GI works pretty nicelly, something I been meant to try out for a while.
I guess the fire feels a bit too wild though.

Nice work mate!!
Yeah GI can take a while to render with fume, but you get some really nice light interaction that otherwise is difficult to mimic.

Thank you very much mates. - Yeah, the fire is a bit too wild. I should've left the time scale value at 1,0/1,5 or so, instead of using an increased one of 2,5.
FumeFX isn't that easy, I ever thought ;)

FumeFX and V-Ray GI :-)))
http://rapidshare.com/files/107578515/12.avi.html

The flames are really nice :thumbsup: - If the scene had been darker, the GI effect could've been seen a lot better.

JohnnyRandom
04-15-2008, 06:18 PM
Nice Tobias, I think the speed is quite right, right around a real burn rate:)

gibson, add a background plate, get a better feeling for your GI. still cool though:)

godblessbotox
04-15-2008, 09:28 PM
Hi there!

I spent a bunch of time to a start on FumeFX and this is, what I came up after 2 days, experimenting a bit.

Done, using FumeFX and V-Ray GI. The fire effect illuminates the scene quite a bit.

http://www.tobyatwork.de/3d-worxx/VFX/fumeFX/tests/fumefx_and_vrayGI.mov

What do you think?

looks nice, just wait till you turn on vray motion blur :rolleyes:

pixel9
04-16-2008, 07:16 AM
Thanks, Johnny. :)

godblessbotox -- MotionBlur will end up in high rendertimes. I believe that a motionblur on this small fire wouldn't be seen as natural. The speed is high enough to emulate a motion blurring, due to the limites of the viewers perception.

The next one (Part 1) is nearly finished. Simulating the effect when water is thrown into burning fat (grease fire). I will set it up in 2 parts, phase of burning and exploding.
The exploding phase will be challenging to me. Does anyone have some tips or hints on exploding effects?

pixel9
04-16-2008, 09:19 AM
Light!

Part one of my grease fire simulation is ready and accessible.

--> Step 01 (http://www.tobyatwork.de/3d-worxx/VFX/fumeFX/oil_fire_burst/fume_oilfire_1st-state.mov)

godblessbotox
04-16-2008, 02:33 PM
Thanks, Johnny. :)

godblessbotox -- MotionBlur will end up in high rendertimes. I believe that a motionblur on this small fire wouldn't be seen as natural. The speed is high enough to emulate a motion blurring, due to the limites of the viewers perception.

The next one (Part 1) is nearly finished. Simulating the effect when water is thrown into burning fat (grease fire). I will set it up in 2 parts, phase of burning and exploding.
The exploding phase will be challenging to me. Does anyone have some tips or hints on exploding effects?

everything has motion blur. the reason i bring it up in this instance is vray motion blur and fume gi do not mix. the illumination will get all wacky and look like garbage. up to you if you want a hyper-realistic fluid simulation render to be rendered with a non-realistic camera

pixel9
04-16-2008, 03:00 PM
Motion blur depends on the focus of your camera, the shutter speed and the movement of the camera. Sure, it's a natural effect, but only, because our eyes can't focus both, horizon and the trees/bushes aside the road, when driving in a car. Our eyes' shutter speed isn't high enough aswell.
Motion blur isn't an effect given naturally to everything, but an effect occuring to the observer due to his/her/its anatomic restrictions.

Somebody correct me, if I'm wrong, please.


Thank you for your tip with this V-Ray mblur and FumeFX thing. V-Ray had some issues with PFlow before 1.5SP1. I thought, it was working now with FumeFX aswell. :blush:
What I encountered was, V-Ray lights aren't interacting with smoke and fire in the way to make them cast shadows. Only a direct light with "Atmospheric shadows" enabled, can make shadows renderable. Is there a workaround for this?

Glacierise
04-16-2008, 03:17 PM
Motion blur depends on the focus of your camera, the shutter speed and the movement of the camera. Sure, it's a natural effect, but only, because our eyes can't focus both, horizon and the trees/bushes aside the road, when driving in a car. Our eyes' shutter speed isn't high enough aswell.
Motion blur isn't an effect given naturally to everything, but an effect occuring to the observer due to his/her/its anatomic restrictions.

You are confusing the human visual perception with a camera. Motion blur is an effect that appears in photographed images, not in visually percieved motion. The human cognition effect is called 'persistence of vision' ( http://en.wikipedia.org/wiki/Persistence_of_vision ) and is another thing entirely ;)

On the FFX mblur front - I've found that reelsmart motion blur works great, you should try the demo!

pixel9
04-16-2008, 03:22 PM
You are confusing the human visual perception with a camera. Motion blur is an effect that appears in photographed images, not in visually percieved motion. The human cognition effect is called 'persistence of vision' ( http://en.wikipedia.org/wiki/Persistence_of_vision ) and is another thing entirely ;)

On the FFX mblur front - I've found that reelsmart motion blur works great, you should try the demo!

Ah, okay. Thank you very much for your advise. :thumbsup:

This reelsmart motion blur thing - you meant this one, right?
--> http://www.revisionfx.com/products/rsmb/overview/

This looks really interesting. Should give it a try ;)

Glacierise
04-16-2008, 03:38 PM
Yes, that's it. It is 2D image motion blur, but the smart thing is that it is in fact a tracker for every pixel in the image, and it works much faster than one could suppose. Great plugin. And don't believe the folks that tell you that you don't need motion blur in FFX shots :D

pixel9
04-16-2008, 03:46 PM
You convinced me of this. :D

godblessbotox
04-16-2008, 05:12 PM
vray lights in fume are unsupported. no work around other then making standard lights

[hence why people were interested in aura]

OutCold
04-17-2008, 12:16 PM
Cant FumeFx and V-ray sun be combined? Or is it ANY vray light source? ive been working on a scene that includes v-ray and fumefx now for a week , and all my fumes just turn out plain black at rendering, the calculating seems fine and so are the previews, not too mention the problems i have with the lighting since vraysun seems too cancel any other light source (? ) :sad: . This scene has done nothing but kicking me in the nuts since i started it, id love too finish it tho cause im so close. Reading more on the posts before mine, maybe it would work if i added many omnis/spots too light the animation and Fumefx would recognize those? anyway im pretty sure the reneder part will turn out black, all my atmospheric effects also turn black, like Fog or Volume fog.

JohnnyRandom
04-17-2008, 04:40 PM
Plain black smoke? that usually has to do with rendering>smoke>ambient color (change it to anything but black to see a difference). Vray lights do work, although I have never tried vray sun with fume.

OutCold
04-17-2008, 04:44 PM
The illumination itself isnt a problem, i think i can make it shade correctly, check out the screenshot below, all my other Atmospheric effects also go completly black like Volume Fog or regular fog.

http://i71.photobucket.com/albums/i156/Outcold_2006/weird001.jpg

godblessbotox
04-17-2008, 06:09 PM
see theres your problem. its because your running vista ;)

OutCold
04-17-2008, 06:24 PM
lol no, thats Win Xp theme Vista, its Windows Xp

JohnnyRandom
04-17-2008, 07:02 PM
Odd, what version of fume are you using? Current is 1.1.

Have you tried replacing the vraysun? just to test?

OutCold
04-17-2008, 07:03 PM
Removing the Vraysun would probably help yes, but then i dont get the "atmosphere that vraysun makes, meaning the blue sky...

JohnnyRandom
04-17-2008, 07:06 PM
You could always render passes and comp it. The density/lighting of your sim doesn't look to be affected by the light in really any noticable way if you fake it. Adjust you sims ambient color with a gradient to resemble the sky.

Bercon
04-18-2008, 07:28 AM
Link normal max omni with vray sun and exclude all objects from it so it'll only affect your FumeFX smoke. If you are using vrayphyscam with exposure make sure the smoke is bright enough to show up something else than black.

You could also request vlado to make VRayLight and VRaySun compatable with 3dsmaxs atmospheric shadow system. I guess you'd have problems with area shadows, since I doubt the 3dsmax atmospheric architecture supports those which is also probably the reason it was not supported by vray lights in the first place.

OutCold
04-18-2008, 11:14 AM
i gave up on Vraysun for now, ill try it again later today maybe, issue might be that the animation is getting too little light because When Vraysun is added any other light is divided down 30 times in intensity, meaning u need an omni on Intes: 30 too get the same effect as a regular omni without these settings that vraysun creates.

I only had a few omnis in the scene with normal light intensity and maybe that is too little for the animation, cause in it too go black and dark in the renders?

I thought this might be the problem cause when i reverted too normal GI settings without Vraysky or Vraysun The animation looks normal, but it was also overlighted by my spots and omnis that where set too a yellowish colour and the smoke that was supposed too be black/grey turned yellow/brown, and i couldnt see that the smoke got this lighting in the prewiev window, only in the render.

OutCold
04-20-2008, 01:52 PM
I did a small test concerning vray elements and Fumefx rendering, dont know if its interesting too anyone but it is too me and i now ive wanted someone too do this cause i wasnt sure how too proceed, now i do so i did this test, im not quite sure still what causes the atmospheric effects and the Fume animation too go black but so far it seems that Physical Cam is the sinner, ill do a more thorough test later today... heres what i came up with..

Edit: WOAH! sry bout the big size ...

http://i71.photobucket.com/albums/i156/Outcold_2006/test-1.jpg

joconnell
04-20-2008, 08:00 PM
Yup - the fume is no where near bright enough to register with the vray physicam - my machines motherboard died so I've gotta wait a while to get all my licenses back but you'll have to find a way to intensify the output of fume.

You getting ready to move al? I reckon I'll be there around june / july for a week of snowboarding and general booze related havok - I'll get some practise in on spirits this time too ;)

OutCold
04-20-2008, 08:26 PM
Apparently V-ra Physical Cam doesnt support any atmospheric effects, the fact that it doesnt totally baffles me, i cant belive they didnt incorporate that

JohnnyRandom
04-20-2008, 09:42 PM
In in my speculative opinion the only reason VRay supports the rendering of atmospherics in the amount that it does is most likely because of Aura (chaosgroups volumetric fluid sim), had development kept up on that, I think people would have less consideration of switching over to fR. :(

davidjon
04-21-2008, 05:26 PM
I was wondering how can I slowmo down my fumeFx without changing the look of my desired simulation, b'coz when I'd try adjusting the time scale to a lower figure say 0.5 my whole explosion simulation goes bonkers or it does not look like the desired simulation I strived for when i used the default time scale say 1.0. Thanks in advance.

FerdiWillemse
04-21-2008, 07:15 PM
Hi guys,

I'm currently rendering another FumeFX scene. Normally rendering goes very well. However, in this particular scene, rendering goes very slow after frame 56. If my scene was very intensive, then I could imagine this. However, in this scene there's just a tiny flame with some smoke in the top part of the scene. After the flame is rendered, the only thing that needs to render is just a background image. But FumeFX makes it take ages, like 40 minutes, just for the background image. Before frame 56 everything was OK.

I'm sure it's FumeFX related, because when I delete my FumeFX object, the render continues at normal speed.

Is this a known issue?

godblessbotox
04-21-2008, 07:40 PM
Is this a known issue?

you will most likly need to get on the sitni sati site or cgfluids for trouble shooting questions.

hope you have a license :)

Bercon
04-22-2008, 05:17 AM
Apparently V-ra Physical Cam doesnt support any atmospheric effects, the fact that it doesnt totally baffles me, i cant belive they didnt incorporate that

That is not true, it does support ALL atmospherics. What doesn't work very well with atmospherics is exposure control because afaik max atmospheric shading context only supports 8bit colors. You FumeFX stuff just aint bright enough, even if its solid white to show up anything other than black. ChaosGroup probably can't do shit about this, because its just the way 3ds max works. If you don't like it, go and complain about it to Autodesk.

FerdiWillemse
04-22-2008, 06:47 AM
you will most likly need to get on the sitni sati site or cgfluids for trouble shooting questions.

hope you have a license :)


Thanks, will try it there then.

Janinee
04-22-2008, 09:48 AM
it seems like this is a quite common problem, but i was not able to find a solution anywhere.

fumefx crashes max (out of memory) while it's doing the simulation!
swap to disk is activated. so memory should actually cause no problems, right?

does anyone know a place where some soultions for this problem are posted?

atm i NEED to run some other apps on my machine while the fume simulation is calculating and i guess that might be part of the problem.
is it possible to limit Max's memory usage to a certain amount? maybe with a startup option (command line) so that max (and fumefx) stay under a certain limit.
this way I can nail down the problem a lot faster an do not have to wait more than one hour until the crash occurs.
right now it happens when it uses about 1.5 gig.
I have 3 gig ram in my machine with the /3GB switch in the boot .ini enabled

thanks :)

godblessbotox
04-22-2008, 10:09 PM
you need more memory. im at 8 gig and still running dry sometimes.

simonenastasi
04-23-2008, 07:55 AM
how could more mem help since he's obviously using a 32bit os/max?

Janinee
04-23-2008, 07:57 AM
you need more memory. im at 8 gig and still running dry sometimes.

Yeah, the crash message clearly states that ; )

But what's the "swap to disk" option for then?
The manual says that FumeFX can swap simulation of practically any size to disk.
So theoretically it should not run out of memory if this option is turned on.... or am I getting something wrong here?

Cryptite
04-23-2008, 11:09 AM
A combination of 64-bit OS (Allowing you to actually use more than 3gb RAM) and a faster processor will help you with denser fume calcs, but you'll still hit a cap where fume will crash. You simply have to increase the grid size until it stops crashing.

godblessbotox
04-23-2008, 05:10 PM
how could more mem help since he's obviously using a 32bit os/max?

you guys need to realize that fume is not just another program that can run on any machine.
it is highly specialized and even more hardware hungry then max.

if you dont have the hardware for it, its very difficult get nice results.

OutCold
04-24-2008, 09:19 AM
■ Fume CGWiki Page (http://wiki.cgsociety.org/index.php/FumeFX) - Wiki-page for all things FumeFX. Soon to be a good source for Fume examples, gradients etc.


i pretty much found nothing there, real dissapointing effort i must say.

I added a section under Smoke, im still jsut a beginner so i just wrote it in the way i see it and its a wiki so feel free too correct me, sry bout the blue text btw it just happened when i copied that above line haha

JohnnyRandom
04-24-2008, 04:49 PM
■ Fume CGWiki Page (http://wiki.cgsociety.org/index.php/FumeFX) - Wiki-page for all things FumeFX. Soon to be a good source for Fume examples, gradients etc.


i pretty much found nothing there, real dissapointing effort i must say.

I added a section under Smoke, im still jsut a beginner so i just wrote it in the way i see it and its a wiki so feel free too correct me, sry bout the blue text btw it just happened when i copied that above line haha


Sorry your dissappointed :sad: I put it there for users to add whatever they like in regards to fumeFX, it is fairly new. It is supposed to be a community-based effort. I suppose I could spend all of my free time adding info from this thread to it and forget about everything else I have going on:shrug:

Glad you added something.:thumbsup:

Cryptite
04-24-2008, 07:44 PM
The wiki page is something that when we have free time we can update. However, seeing as it's the end of the schoolyear for me here i'm up to my arse on projects aplenty. Haven't even touched max in the past few months, i've been stuck in Mayaland... :(

Daniel-B
04-24-2008, 09:39 PM
i've been stuck in Mayaland... :(

I'm stuck in Alabama, which is much worse, let me assure you.

Janinee
04-25-2008, 03:25 AM
did anyone get image motion blur working?
i tried tons of combinations and settings.... but i seem to do something wrong.

any hints ?

SoLiTuDe
04-25-2008, 04:47 AM
You also have to be exporting velocity for it to work.

Janinee
04-25-2008, 01:47 PM
You also have to be exporting velocity for it to work.

thanks for the answer.... (could you, or anyone else) please be just a tiny little bit more detailed?

I still don't get it! what i've done was activating the image motion blur in the fusion works renderer and trying all kinds of settings. I get the blur for everything else except for the FFX in my scene.
which elements do i have to enable for image motion blur? object source?, grid? I tried it all... but it's also not very well documented. or did I miss something?
i really don't get the "export velocity" part :curious:

OutCold
04-25-2008, 02:03 PM
Have u added Velocity Channel or not? If not u have too, its under General in the FumeFX UI

picture link below:

http://i71.photobucket.com/albums/i156/Outcold_2006/exp.jpg

Janinee
04-25-2008, 05:13 PM
picture link below:
http://i71.photobucket.com/albums/i156/Outcold_2006/exp.jpg

Thank you. The Screenshot was very helpful. It works now :drool:

PartiallyFrozen
04-26-2008, 01:28 AM
I just usually turn on MB in scanline and right click and make fume Image Motion Blur.....then

I wrote a simple script that sets the scene up so it should all MB.


macroScript FumeMB
category: "FumeTools"
toolTip: "Fume MotionBlur"
(
FumeMat = Sphere()
FumeMat.radius = 5000
FumeMat.name = "FX_FumeMoBlur"
FumeMat.motionblur = #image

addmodifier FumeMat (Normalmodifier ())
FumeMat.modifiers[#Normal].flip = on

MatMat = MatteShadow ()
FumeMat.material = MatMat
FumeMat.material.applyAtmosphere = true
FumeMat.material.atmosphereDepth = 1
FumeMat.material.receiveShadows = false
FumeMat.material.affectAlpha = false
FumeMat.material.name = "FumeMoBlur"
)

this will create an inverted sphere and applies the correct material....

enjoy.

mark

SoLiTuDe
04-26-2008, 01:35 AM
:curious: Well Mark, you douch, if you have a static camera then you won't get motion blur. The inverted sphere is GREAT for a moving camera, but to have fume itself blur based on it's own movement you need velocity exported.

Sorry I didn't give a detailed enough explanation of the velocity export! Thanks for the screen OutCold. :D

depleteD
04-26-2008, 01:37 AM
God damnit mark get your shit together before you start blabing on the threads dude.
Jeesus.
And your script is stupid too.
Shut up.

SoLiTuDe
04-26-2008, 01:40 AM
God damnit mark get your shit together before you start blabing on the threads dude.
Jeesus.
And your script is stupid too.
Shut up.

Quoted for total agreement.

Mark, you really suck dude. :banghead: You should really consider McDonalds or Sewer Cleaning... something that's more akin to your skillset.

PartiallyFrozen
04-26-2008, 01:52 AM
Yeah so, I can do MAD amounts of push ups......

BOOM! Script that!

Oh and if some one from Mcds is reading this...I am 5'8, rock hard abs, and i flip a burger like a pro. Just incase they hire based on height and looks like abercrombie did in highschool.

hey andrew your cold smoke sucks...i take back my nice comment from the other night.

LOVE YOU!,
mark

SoLiTuDe
04-26-2008, 01:54 AM
Yeah so, I can do MAD amounts of push ups......

BOOM! Script that!

Oh and if some one from Mcds is reading this...I am 5'8, rock hard abs, and i flip a burger like a pro. Just incase they hire based on height and looks like abercrombie did in highschool.

hey andrew your cold smoke sucks...i take back my nice comment from the other night.

LOVE YOU!,
mark

Totally agree with that too. Your cold smoke does suck, Andrew.

...and Mark totally DOES have rock hard abs and flip burgers like a pro... but his face is a little hairy (just in case anybody from McD's is reading.

Seriously though -- you both suck, but lets just get back on topic now. :D

Hordak
04-26-2008, 08:44 AM
How do I keep the flame at a certain state for mutiple frames? say I like the look I get in my simulation at frame 1 and want to keep it exactly as it is until frame 100...

SoLiTuDe
04-26-2008, 09:30 AM
So you want frame 1 to play for 100 frames? Like to freeze the grid on that specific frame? At least that's how I understand it...

you would have to go into the cache files and copy / rename that frame from the cache
One could write a script to automatically do the renaming for you... wouldn't be hard.

...or you could take the single frame you want, copy / rename it, load it into a new cache and set the grid (I don't have it in front of me, and it's really late and I'm tired... so this might not even exist) to loop the simulation. That would in essence do the same thing...

You could also animate the time scale to get some "bullet time" style animations (though it's very hard to control)

OutCold
04-26-2008, 05:45 PM
dumbass question: Does adding Velocity increase memory usage?

Cryptite
04-26-2008, 05:54 PM
Well if you're kicking out Mark, lemme take his spot in blur for an internship this summer. /flex

PsychoSilence
04-26-2008, 06:08 PM
dumbass question: Does adding Velocity increase memory usage?

dumb ass answer: yes :D

should increase the cache file size per frame and some more memory will be in use. you simply add data to be processed...

ansi´s personal dumb ass MBlur (assuming here the camera is static but fume is raving):

- export velocity channel
- create channels > Image Motion Blur
- add Motion Blur in the effects tab (other tab in the "Environment and Effetcs" window)

how dumb a$$ is that? :beer::arteest::eek:

OutCold
04-26-2008, 08:46 PM
and just cause ur FumeFx bums out and says it because too little memory when its only at 450 its not about that right?

PartiallyFrozen
04-27-2008, 01:57 AM
Well if you're kicking out Mark, lemme take his spot in blur for an internship this summer. /flex

nice try...haha. Blur doesn't do internships....its weird i know.

fyi ian, andrew, and i all sit at the same desk....we just felt the need to flame wars each other on the internets....hey, it gets boring when we only have 2 shots to do a day instead of 4....sorry guys.

mark

Cryptite
04-27-2008, 02:06 AM
hehe, I know, chatted with Ian about that awhile back. Should make it happen!

davidjon
04-27-2008, 02:33 AM
You could also animate the time scale to get some "bullet time" style animations (though it's very hard to control)

What controls exactly would i need to animate to get the "bullet time" effect? Thanks in advance

SoLiTuDe
04-27-2008, 03:21 AM
What controls exactly would i need to animate to get the "bullet time" effect? Thanks in advance

Time Scale.

PsychoSilence
04-27-2008, 01:58 PM
hey, it gets boring when we only have 2 shots to do a day instead of 4....sorry guys.

mark

yeah, ian is often sooo bored at nite when we chat :( 2 shots a day is just way too far below his average...BTW he hasn´t been in icq for a while...we have serious issues in our relationshit :cry:

fireknght2
04-27-2008, 07:43 PM
Can a wireframe be rendered with Fume applied to it, giving the appearance of a wireframe of a character on fire?

Fire Knight:shrug:

JohnnyRandom
04-27-2008, 08:44 PM
yeah, ian is often sooo bored at nite when we chat :( 2 shots a day is just way too far below his average...BTW he hasn´t been in icq for a while...we have serious issues in our relationshit :cry:

So bored, hasn't been posting in a while, me thinks Ians taking up surfinghttp://www.freesmileys.org/smileys/ad/surfing.gif

grury
04-27-2008, 09:41 PM
Can a wireframe be rendered with Fume applied to it, giving the appearance of a wireframe of a character on fire?

Fire Knight:shrug:

Sure, if your character has a wireframe material applied to it. If I'm undersatanding your question correctly.

fireknght2
04-27-2008, 09:56 PM
first than apply FumeFX? Never did that before but guess I'll learn.

Fire Knight:hmm:

PsychoSilence
04-27-2008, 10:32 PM
fireknight! if u want the whole char to burn and just want it to look like a wire rendering go thw material way indeed! if you want only the wire to burn select all edges and click "create shape from selection" in your edit poly and give it a lil width then use THAT as ur object source :)...just in case u wanted that to know...lol

kind regards,
anselm

fireknght2
04-28-2008, 01:32 PM
I love the idea of lighting the wireframe on fire and making it the source, matter of fact makes me change my whole idea now. Thanks for the ideas and guidance everyone.

Fire Knight:bounce:

Janinee
04-28-2008, 03:52 PM
how about multiple fumefx's (is that the right term???) in one scene? what happens when the grids overlap?
i need two completely different settings. a blue fire and an explosion nearby. can this be done? if yes, are there any special things to consider?

i already gave it a quick try yesterday night, but it didn't seem to work as i intended. so i thought i just ask before i waste a few hours today ; )

JohnnyRandom
04-28-2008, 05:37 PM
Nothing happens when grids overlap. There is no interaction of sources outside its base container.

You can obvisouley have multiple sources within a single container and then they will interact with each other.

Ian (solitude) wrote up a cool script for handling multiple sources HERE (http://www.scriptspot.com/3ds-max/fume-object-source-manager-0). handy when you have a bunch of objects within the same grid.

Different render settings for separate sources within the same grid is not currently supported. Be a nice feature though.

Janinee
04-28-2008, 06:07 PM
Nothing happens when grids overlap. There is no interaction of sources outside its base container. .....
Different render settings for separate sources within the same grid is not currently supported. Be a nice feature though.


Thanks for the info. I will right away have a look at the script.


Now just to make sure I got that right.... I CAN have different render settings as long as I use seperate grids. Right?

OutCold
04-28-2008, 06:35 PM
yes....( i coulndt just write yes it was too short, guess this`ll do it)

SoLiTuDe
04-28-2008, 06:38 PM
So bored, hasn't been posting in a while, me thinks Ians taking up surfinghttp://www.freesmileys.org/smileys/ad/surfing.gif

Haha I can't swim worth a $#!+ but we haven't been bored really... definetly been busy as F. :sad: Hopefully they release some of the newer stuff soon.

Now just to make sure I got that right.... I CAN have different render settings as long as I use seperate grids. Right?

Of course! Each grid's settings are completely independant of each other.

Janinee
04-28-2008, 06:42 PM
thanks guys :beer:

---------------------

since noone posted anything since my last answer i thought i'd just edit this one instead of making a new post ; )

two things:
i'm playing around with explosions. since shadows must be turned on to make them look good i have teh problem of having real ugly and unrealistic looking shadows also on the floor. i tried already to change the shadow params..... then the shadow on the ground looks ok, but the smoke is bad. so this is probably not exactly fumefx specific, but... how can i have the shadow from one light source have a dense shadow on the fumefx and a light shadow on the ground???

next one.... since days i am trying to find good tutorials... preferably with max files about explosions. i found only huge nuke explosions (that's not exactly what I m looking for - I look for faster explosions), some really bad looking stuff and the well know car bomb example which is all over... if anyone could provide a few other links or max files that would be awesome.


:arteest:

CapitanRed
05-02-2008, 11:09 AM
you could use two lights, one with soft shadow settings for the floor, and a second one with denser shadows, and in the light setings, exclude the floor.

what are smaller explosions? some reference?

Janinee
05-02-2008, 04:30 PM
Edit: double post

Janinee
05-02-2008, 04:31 PM
what are smaller explosions? some reference?

here is a good example: http://youtube.com/watch?v=M9VBbSqaa_w

I am after the extremely fast expansion and the "no mushroom" characteristcs.

All tutorials (that I have seen) have mushroom clouds. fast rising high temperature which is typical for nukes.....

---------

the other thing you mentioned about the shadows... where in the light settings can i exclude some specific geometry from a single light? sorry for this beginners question, but i never ran into this situation before and i did not see anything about it in the light properties. maybe you can give me a pointer for what i need to look for in the manual.

Mafx
05-04-2008, 12:19 AM
can you render fume with vray. I sim up something and have vray as my renderer but when I render the flames are not there?

The sim is in place as when I scub through it is in the viewport, just not in the render window?

Thanks

S.

fireknght2
05-04-2008, 01:12 AM
http://www.digimation.com/V2/thumbs/SD/SD0/SD300/SD325/SD325/Gallery/chameleon.jpg
Can this be done using FumeFX? I do not like the fire here as well as FumeFX will look. I know how to create the wireframe color and part of the geometry shown in solid form. I just need to know if I can apply Fume in this manner.
Thank You

Fire Knight:shrug:

Hordak
05-04-2008, 12:29 PM
http://www.digimation.com/V2/thumbs/SD/SD0/SD300/SD325/SD325/Gallery/chameleon.jpg
Can this be done using FumeFX? I do not like the fire here as well as FumeFX will look. I know how to create the wireframe color and part of the geometry shown in solid form. I just need to know if I can apply Fume in this manner.
Thank You

Fire Knight:shrug:

Detach polygons from the object as a new object and use it as an emitter.

davidjon
05-04-2008, 02:55 PM
Is there any way i can get the same fumefx explosion simulation with a different frame rate, for example i would like to have a 120fps explosion simulation with the same look and movement as a 30fps that i simulated? Thanks in advance.

rUTEGER
05-04-2008, 09:43 PM
Does FumeFX work with Max 2009? If so, what's the revision?

Thanks,

CapitanRed
05-04-2008, 10:31 PM
Janinee:

there's a button somwhere at the top of the light settings, labeled "exlude".

such explosions I would do with particles (but it's not a must), also strong temperature dissipation will help to not get a lot of rising smoke and fire. high burnrate, low buoyancy...
you have to play with the settings to find out what works for you in your scale.
also little higher turbulance at the begining of the explosion will help to break the mushroom effect.
If your explosion is to slow (burning to long, altough high burnrate settings) you can increase the timestep to speed the whole sim up)

hope that helps.

Janinee
05-06-2008, 09:47 AM
there's a button somwhere at the top of the light settings, labeled "exlude".
hope that helps.

can you believe this... i almost did not find it! even after you told me exactly where it is ; )

about the explosions... like you said, i think too that using particles is the way to go. i made countless attempts during the last few days, but it was REALLY frustrating. mainly, because this thing is such a pain to tweak as soon as i start to animate some values. most of the time it changes everything else which was good up unitl then.
but with some more practice i think i'll get great results.

thanks for taking the time to answer ; )

MOSS
05-06-2008, 11:08 PM
I have a problem that I've repeatedly run into and can't solve. I'm not sure if its a bug or not. I was using fume to make clouds so there are many different grids casting shadows on eachother. When traveling through the clouds though, the shadows maps will turn off when you get close enough to a cloud. Anybody ever run into this?

olipoli1
05-07-2008, 09:26 AM
hi

i have also experienced problems with shadows concerning fume... I had problems with light/shadow changing too fast like it flips into another state in an instant. I asociated the problem with teh resolution of the grid and the fume manual also states if you get sudden cahnges in light/shadow in your container you have to adjust lighting setup of the fume sim. I couldnt figure out what to adjust exactly but I can imagine that if the grid is not a high enough resolution cahnges in lighting cant be as smooth as with a higher resolution grid. Aham so I didnt answer your question... but Im also intrested in the answer if anyone can help.

entrancea
05-08-2008, 12:40 AM
Wassup Guys:D.....Been quite a while I have been outta touch with the forum.....How u guys doin?Alllright....I got a question to anyone who may know it and that would be...How can I get control over individual particles when I treat Fume with PFlow?I want to control individual particles at the same time.....

Thanks and Regards Guys,
Cheers,
Entrancea

CapitanRed
05-08-2008, 07:43 AM
that sounds like a interesting task entrancea. can you explain more what you are trying to do?
What do you mean with individual particles?
select 5 of them and move by a force?or any other influence?
or affect particles that are near an object?
or are you driving particles with fume, and want to affect them, let's say when they are in a voxel with thicker smoke, or high velocity...or wathever...

entrancea
05-08-2008, 05:25 PM
Ahoy Captain,;)
Allright...I'll be a lil more clearer....Suppose I drop 20 Particles onto the ground one after the other like say a bomb being dropped one after the other......Now I would use Fume to make each of those particles as an object by its own.....Each would be individual....Not that a lot of particles making up one thing.....Or say I have a guy from whose face skin tears off as tiny bits and with the help of Fume I can actually show that they are being burned up one after the other in offsets.....Something like this I guess.....

Thanks and Cheers Guys,
Entrancea

Glacierise
05-08-2008, 06:23 PM
Hi guys, check this one out:

http://www.dailymotion.com/Glacierise/video/x5crbq_fire-in-the-hole_creation

I am making a few scenes for a first FFX demo reel - comments and crits are welcome!

fireknght2
05-08-2008, 08:54 PM
I like it, I recommend gas cans in the bunker so there is a reason for the fire after the grenade. Minor thing I loved the effect.

Fire:applause:

CapitanRed
05-08-2008, 09:02 PM
ahoi entrancea :)

so, if i understand you right, you want to have some particles laying on the floor, all from the same flow. and then you want to burn them, but not all...only these you like, lets say you control this with a deflector...or per age...or how ever.
If you have afterburn, you can pass the particles in a new event, and there put in a pflowAB operator. then only the particles in this event will be active for fume.

if not, then it gets tricky. maybe this works for you. pass the particles in a new event. there add a script operator, and create a dummy at each particles position.
then you can add all these dummies in a new particle flow as object positions. you can animate the birth times for each dumime if there are not that much.

tell me if i understood you right, or if this helps you :)

entrancea
05-09-2008, 02:02 AM
Hey Captain....I did a video of myself explaning my question....So if you can take a look at it,would be really great.....

http://download.yousendit.com/19D04E9D1BC960F5 (http://download.yousendit.com/19D04E9D1BC960F5)

Thanks and Cheers,
Entrancea

wreath
05-09-2008, 08:53 AM
Looking great Hristo :thumbsup:

Glacierise
05-09-2008, 10:04 AM
Heh thanks Wreath! I just need to make my smoke look as good as yours. I got it that I need to brighten up my ambient color, and it would be great if you can share some tips in creating good looking billowy smoke? I am balancing with turb scale - needs to be small, turb strength - needs to be small. Fire creating smoke helps when fire is turbulent. Haven't really experimented with low vorticity, coming to think of it. Phase-shifting noise on the smoke channel helps, too, and, regretfully, high grid resolutions. And I'm not exactly there yet. Any tips?

CapitanRed
05-09-2008, 05:55 PM
now i understand entrancea :)

well, i think the best way to do this is doing it by AFC curves in the source settings.
these are controlled by particle age. so value 1 at particle birth, value 2 at particles death.

wreath
05-09-2008, 08:23 PM
Heh thanks Wreath! I just need to make my smoke look as good as yours. I got it that I need to brighten up my ambient color, and it would be great if you can share some tips in creating good looking billowy smoke? I am balancing with turb scale - needs to be small, turb strength - needs to be small. Fire creating smoke helps when fire is turbulent. Haven't really experimented with low vorticity, coming to think of it. Phase-shifting noise on the smoke channel helps, too, and, regretfully, high grid resolutions. And I'm not exactly there yet. Any tips?

Lighting :lightbulb a good lighting is so important i think, personaly i don't like the look of noise maps on smoke, giving a high vorticity value (if needed) working nicely for me and animating smokes density working well on some explosions (denser on first frames but not too much).

wreath
05-09-2008, 10:47 PM
Hey guys! today i had some time for exploding things so came with this Chevy
15mb Quicktime (http://www.yeatfx.com/chevy_exp.mov)
:beer:

JohnnyRandom
05-09-2008, 11:02 PM
Beautiful! Luv it! Cheers!:arteest:

Wow, 3 exclamation marks :D

Watched it a dozen times already.

PsychoSilence
05-09-2008, 11:11 PM
Hey guys! today i had some time for exploding things so came with this Chevy
15mb Quicktime (http://www.yeatfx.com/chevy_exp.mov)
:beer:

just one word: WOOOOOW!!!

any hints about the settings? and animation curves?

cheers,
anselm

Daniel-B
05-09-2008, 11:33 PM
Hey guys! today i had some time for exploding things so came with this Chevy
15mb Quicktime (http://www.yeatfx.com/chevy_exp.mov)
:beer:

That indeed looks great. Fantastic shaders and lighting. The only problem I see, which is common to lots of FumeFX stuff, is that the fireball dies too quickly, and becomes smoke too fast. If you could hold the fireball out for another second or so, it would really pop.

Again, that's just a minor nitpick, becuase overall, it looks fantastic.

fireknght2
05-10-2008, 03:17 AM
That is awesome loved the explosion SFX too!

Fire:applause:

grury
05-10-2008, 08:29 AM
Hey guys! today i had some time for exploding things so came with this Chevy
15mb Quicktime (http://www.yeatfx.com/chevy_exp.mov)
:beer:

Awesome dude, thats the best explosion I've seen around here.
Would b nice to have the car being lift up the ground with such powerful blast, n a few bigger pieces flying out.

Any hints on the setup.

Cheers

Glacierise
05-10-2008, 10:21 AM
Wreath, you son of a gun! Or a bang! Awesome, just awesome. I feel challenged, wait for my next one.

wreath
05-10-2008, 09:04 PM
Thanks a lot guys :), made it for testing a non mushroom explosion and yeah maybe it would look better with more detailed car animation but i had a limited time(4 hrs at total) so prefered particle works(PFlow) instead of rbd stuff.
Used 3 different ffx source with same solver for explosion, burning car have a different solver, Anselm i tried to catch fast explosion timings with agressive look but nothing really different with curves.Solvers have 1.0 spacing value with quality of 5.0 whole simulation (explosion&fire) took about 45 min. on a quad dude.
Here a piece from scene;
http://www.yeatfx.com/foreign/chevy_scene.jpg
Wreath, you son of a gun! Or a bang! Awesome, just awesome. I feel challenged, wait for my next one.
:bounce: Haha i'm waiting dude btw are you checked new Scar Symmetry track?

Strob
05-11-2008, 01:36 AM
I just found the website of a guy who managed to import fumeFX in Maya (http://hosok2.com/project/cloud/cloud.htm) and rendered it with renderman.

PsychoSilence
05-11-2008, 02:15 AM
thats actually pretty damn cool!!!

this guy has neat stuff on his website!

cheers,
anselm

holycause
05-12-2008, 05:01 PM
hi guys,

I've a question,

I've a problem with FFX and AB when i'm rendering.
It's flickering
Most of the time i'm using the scanline renderer.

exemple (http://www.holycause.com/3dscool/wip/test01.mov)

Glacierise
05-12-2008, 05:27 PM
That dude is like the king of the workarounds, respect :D

@Wreath: Just heard it dude, rocks! I've had my eyes on Scar Symmetry since the first album. Right now I am obsessing with the new In Flames, the last two Mercenary's, and a lot of not so famous, but killer melodeath bands! And I am making a FFX/AB shot, should be ready tonight. Then I'll kick your ass on explosions :D

wreath
05-12-2008, 06:36 PM
hi guys,

I've a question,

I've a problem with FFX and AB when i'm rendering.
It's flickering
Most of the time i'm using the scanline renderer.

exemple (http://www.holycause.com/3dscool/wip/test01.mov)

Hey Ruben try to render your scene as image sequences than composite it.

That dude is like the king of the workarounds, respect :D

@Wreath: Just heard it dude, rocks! I've had my eyes on Scar Symmetry since the first album. Right now I am obsessing with the new In Flames, the last two Mercenary's, and a lot of not so famous, but killer melodeath bands! And I am making a FFX/AB shot, should be ready tonight. Then I'll kick your ass on explosions :D

Yeah it's the best chorus i've ever heard, a ffx/ab hybrid sounds hot :buttrock:

holycause
05-12-2008, 07:39 PM
Hey Ruben try to render your scene as image sequences than composite it.


I do it always like this

wreath
05-12-2008, 07:53 PM
Hmm what is your max version, 2008?

holycause
05-12-2008, 09:03 PM
yes. but i had the same problem with max 9

wreath
05-12-2008, 09:13 PM
I had same too on max 9(rendering by image seq. or restarting scene worked for me) but never happened in 2008 with ffx 1.1, it's weird :shrug:

holycause
05-13-2008, 02:38 AM
i tried to render with png and rpf files, and it's fine now. I used tga files before.
but with the png files, the result is not as good as with the rpf ones.

thx all ;)

ShamKiR
05-13-2008, 03:51 PM
Hi all I`m a Maya user but I had to do a appearing fire with Fume in Max and I need some help (Maya`s fluids is so hard rendering but I have no time)
I want to make appearing fire from car`s wheels . Something like the burning tire protectors
Your help is very needed Thx All in Advance

depleteD
05-13-2008, 05:42 PM
that truck explosion is ****ing awesome wreath, great job

wreath
05-14-2008, 12:28 PM
Hey thanks dude :beer:

Glacierise
05-14-2008, 06:01 PM
Hi guys, check this one out:

http://www.dailymotion.com/Glacierise/video/9110779

That's four FFX grids and an AB pass. I know the transition from the harder to the softer smoke could be better, but otherwise should be nice. Comment pls ;)

TwiiK
05-14-2008, 06:57 PM
Looks really good, Glacierise.

I would probably increase the rate at which the AB puffs come out and increase their initial density.

The fire doesn't exactly look like it's being blown back that much. I haven't got any crashing plane references at hand, but I would expect it to flow backwards more. :)

If it were up to me I would probably do the entire effect in AB because it really looks like 2 distinct effects now.

Also, the fire seems to be going through the wing, especially when the plane starts spinning. I haven't used FumeFX myself, but you can add the wing as a collision object, right? Wouldn't that work better?

How is that scene lit and rendered? Looks like your using mr physical sky for the enviroment. Is the plane and effects composited into the scene? Asking because I'm learning AB myself. :)

Glacierise
05-14-2008, 08:21 PM
It does collide with the wing ;) Geometry is rendered with mr daylight, FFX and AB rendered with scanline, then comped in fusion. And you can't really do this whole thing in AB, won't get the fire right; ) Anyways - if I had some reference to match, I would, but I didn't have, so I ran with it. Could be better, I aggree. Just render time is so slow, can't make a lot of adjustments. Maybe another render overnight, heh.

Glacierise
05-15-2008, 07:39 AM
Hah now I'm posting here with the tenacity Anselm does in the PFlow thread :D

Here's another shot:

http://www.dailymotion.com/Glacierise/video/9119447

Glacierise
05-15-2008, 10:46 AM
In sheer volume, I'm killing you guys :D Here's a new one:

http://www.dailymotion.com/Glacierise/video/9121791

TwiiK
05-15-2008, 12:59 PM
Heh, it may have to do with the fact that just simulating and rendering something with FumeFX usually takes longer than the time which passes between each of your posts. :P

Those last two were quite cool actually. The movement of the fireball dodging guy looked very realistic.

I also looked at your other fumeFX videos on dailymotion and the grenade one was pretty cool. Are those shockwaves you use in your videos also done with FumeFX?

PsychoSilence
05-15-2008, 02:43 PM
Hey Glacierise!

i love the new shots! some how u did it and breakdowns would be fun :)

the nuke shot (older one) and the dodge this are classics already :D
u got enough stuff together for a reel! let´s all pick some music for u!

http://youtube.com/watch?v=aY1APSk0SS0

http://youtube.com/watch?v=28ow4TLMTqM (already taken :( )

http://youtube.com/watch?v=d5PoIrcyd34

http://youtube.com/watch?v=Y2iv_E-Fn9E

http://youtube.com/watch?v=DV5ZAUxcWZM&feature=related

spaw
05-15-2008, 08:48 PM
Just thought I would mention if you hadn’t already guessed, fume was all over IronMan. The Orphanage Did a whole slew of Fx using in part or in total fume as a basis. All the Lab RT shots used it heavily as well as ambient smoke Mountain destruction Tank carnage, you name it.



Fun stuff for sure.



-Michael



Michael Spaw

Fx and whatever needs to get done guy

The Orphanage

Glacierise
05-15-2008, 09:05 PM
Wow, great! I was quite a FFX fanboy during the film, shouted in the tank scene and the rocket firing scene, I guess the others were too subtle and well done for me to notice them. Great work guys, and glad to see FFX punching it's rightfull place in!
That aside, I really enjoyed the film, cast and story were great right on target, art was awesome.

Daniel-B
05-15-2008, 11:07 PM
Just thought I would mention if you hadn’t already guessed, fume was all over IronMan. The Orphanage Did a whole slew of Fx using in part or in total fume as a basis. All the Lab RT shots used it heavily as well as ambient smoke Mountain destruction Tank carnage, you name it.



Fun stuff for sure.



-Michael



Michael Spaw

Fx and whatever needs to get done guy

The Orphanage

I thought the tank might be fume. I wasn't sure though. Cool shot! :thumbsup: If you are the artist who worked on the Tank shot, how did you get such a good looking pyroclastic look to the explosion and smoke?

Also, what mountain are you refering to?

spaw
05-17-2008, 12:15 AM
The missiles both during the launch and with the impact on the mt. were done with fume as well as the huge shockwave and dust cloud. As to the pyroclastic look its actually really easy. Try geo based emission off of particles as well as particle/geo collision objects moving through the cloud. Its really all about adding in complexity that naturally perturbs the flow. We use little if any generic turbulence as its just a simple Perlin noise fields applied to perturb the field, its very readable and that’s a bad thing. So many of the tests I see people do with fume use this in a all to obvious manor. Also for explosions in general use rapidly scaling geometry with animated noise as a modifier as well as animated emission.



Hope that helps.



-Michael

Strob
05-17-2008, 01:28 AM
Wow! Very good tip about the noise, Michael. Thank you.

How do yo add particles as collision object?

Glacierise
05-17-2008, 02:06 PM
Hey, Mike Spaw, thanks for posting here, it's greatly appreciated! So you say that practically you shoot particle debris through the fume grid? Another thing I'd love to know is what grid resolutions did you guys had to work with, how did you composite it, and whether you worked in real scale or not. Thanks!

spaw
05-17-2008, 06:42 PM
"How do you add particles as collision object?"



Mesher them. :)



As to grid rez its soooo dependant on the shot, but we often push it as high as we can go with the amount of ram/time we have. I’m running a full frame fire sim right now that is only using 1.5gig which works out to something like 160x300x150. for the dust cloud/shockwave several containers were set up with overlaps to accommodate the huge amount of terrain that needed to be covered.



-Michael

Glacierise
05-17-2008, 11:08 PM
Great, and do you do some post tricks to make things look better?

Glacierise
05-21-2008, 10:47 AM
It's me again, and I've assembled my reel! Take a look:

http://myfreefilehosting.com/f/28a3f61950_19.82MB

Wicked
05-21-2008, 11:15 AM
Nicely done! Good job :thumbsup:

Q: The animation of the dodging character.. Did you animate this your self?

Glacierise
05-21-2008, 11:19 AM
Dodge scene is mocap :) First scene, for example, is keyframed. I love character animation, but decided not to focus on it too much, with this being a FFX reel :D

JohnnyRandom
05-21-2008, 03:36 PM
Nice reel Hristo :)

Glacierise
05-21-2008, 05:58 PM
Rehosted, thanks to Anselm 'Psychosilence' - thanks a lot!

New address: www.3delicious.de/spielwiese/ffx_reel.avi

PsychoSilence
05-21-2008, 09:01 PM
ur welcome :)

Glacierise
05-21-2008, 09:09 PM
Also, thans to Johny for the compliments ;) I think I'll be adding a scene or two more, with some breakdowns and explanations.

wreath
05-22-2008, 03:42 AM
Hey great reel dude pure action! :twisted:
:beer:

TwiiK
05-22-2008, 01:26 PM
That was pretty good.

I think it looked a bit too, in the lack of a better word, fumefx-like. :) Fire quickly turning to smoke is what you see in very many fumefx videos. Also I think the explosions were a bit weak. Not many explosions look like that in real life.

I find that the character animations was the strongest part of that reel. Those were plain awesome.

Also, I would advise against using such "epic", cliché songs for your reel, but that's just me. It just makes it sound a bit silly, I think.

fireknght2
05-22-2008, 02:57 PM
Trying to check out the FFX reel but I need a codec for windows media player, or is this a Divx or XVID?

Thanks
Fire:shrug:

Glacierise
05-22-2008, 04:21 PM
@fireknight: it's XVid ;)

@twiik: Well it's fumey, but for the sole reason that I didn't try to mimic any real footage. about the fire turning too quickly into smoke - it really does, in smaller explosions. It doesn't in the big holywood style gasoline fireballs, but I haven't made one already. I know how though :D I agree the music can be seen as cheesy, but I've loved this track since I've heard it, and it really fitted the first scene, so I ran with it. I'll put something more subtle in the second section with the breakdowns.

holycause
05-22-2008, 05:16 PM
hi, nice real.

question; did you already see a real grenade explosion?
I used a lot in the army, and it's really not as big as yours ;)

i really like the characters as well

Glacierise
05-23-2008, 09:09 AM
Thanks holycause,
As I mentioned, i didn't aim for a specific effect, I was just demoing what can be done. Anyways, the smoke on the grenade shot is one of my weakest, it will be the first one to be remade or dropped entirely.

CeeGee
05-23-2008, 09:30 AM
Hi...

I try to achive realitic cloud movment and look...

How to do that with FumeFX...

Thank in advanced....

Glacierise
05-23-2008, 10:07 AM
FFX alone is not your best bet for clouds, Afterburn is. One exception is a situation when you have something moving through the clouds, and you want it to stir them up. Then, you could make a FFX grid in the location of the penetration, surrounded with AB clouds, and mix them.

renaissance01
06-08-2008, 11:37 PM
Hey everyone. Are there any tutorials on lighting with Fume FX. I've tried a few different techniques with scanline and vray but i can never seem to get nice soft lighting on smoke. It tends to always blow out the smoke and make it 1 ambient colour or not affect it all.Sorry if this question has been asked already. Cheers

renaissance01
06-09-2008, 01:54 AM
Ignore my post. I figured out you just have to have the atmosphere shadows ticked in the light you are using...

jlelievre
06-10-2008, 07:46 PM
Has anyone else had an issue with Fume where it just cuts out when you are simming? I have been working on a file the past few weeks and now when I try to sim it out it'll do the first few frames and then just stop. When I try to use the 'continue simulation' button I get an error saying that it cannot find the data and it won't sim any further.

Jnkk
06-10-2008, 07:55 PM
Has anyone else had an issue with Fume where it just cuts out when you are simming? I have been working on a file the past few weeks and now when I try to sim it out it'll do the first few frames and then just stop. When I try to use the 'continue simulation' button I get an error saying that it cannot find the data and it won't sim any further.


I had a similar problem yesterday morning , but mine would sim at all, and the simulation area loaded a few units below the original position. I dont know what 3ds max your using, but its probably a compatibilty problem.

Try saving your fume fx settings. When it crashes , load them back , but delete the previous object src and recreate another, then pick it back in the FumeFx control panel. It worked for me. Hopefully it does for you

fireknght2
06-10-2008, 08:05 PM
I need to create a muzzleflash effect that provides smoke after the flame effect. I also need the ability to apply the effect randomly to several different guns at one time, similiar to a old warship sailing vessel with cannons.
Can anyone please give me some guidance here, a good tutorial, anything that I can use.

Fire Knight:shrug:

Jnkk
06-10-2008, 08:09 PM
Yo by the way, does anybody know how i can make my fire sim look like those coming from the Army jets???
Heres an example
http://blog.wired.com/cars/images/2007/08/22/f35_afterburner_3.jpg

You see what subtile fire effect i mean?
It would be cool if i could make something close to it. Anybody knows a tutorial for it?
Thank you in advance

SoLiTuDe
06-10-2008, 08:22 PM
^ I wouldn't use Fume for that... just proper geometry with good lighting or maybe some glow depending on the shot... Fume would be overkill for that, and it's not very well suited for it anyway.

JohnnyRandom
06-10-2008, 09:25 PM
I agree, jet engines in fume = overkill... unless of course they are on FIRE:D

Yo by the way, does anybody know how i can make my fire sim look like those coming from the Army jets???

You see what subtile fire effect i mean?
It would be cool if i could make something close to it. Anybody knows a tutorial for it?
Thank you in advance

Hristo (Glacierise) nailed this one check out the post. Bout as good as it gets:)
http://forums.cgsociety.org/showpost.php?p=4651739&postcount=12

amckay
06-11-2008, 06:52 PM
yeah totally - you could use fume, or you could use combustion atmospheric and attach it :) I probably wouldnt use particles just because its such a simple effect and usually jets are moving uber fast (depending on how the shot is set up) so you usually want an effect you can attach to the actual jet. plus heat distortion etc.

fireknight, setting up muzzleflash/gunsmoke etc is pretty easy, I usually create a dummy node which I link everything to, and create one pf system that spawns everything, you then create each effect, the smoke, sparks etc. and usually the flash is either a car or some particles that are quite bright, but render all of the passes out individually, so all the muzzle flashes in one pass, smoke in another etc.

I have scene files that demo this, but all my pc's are in the middle of the ocean shipping from aus to canada right now :\

intrinsia if your spacing is too high and you run out of memory you will occasionally get that, try to lower your step size or simulation steps, that hopefully will help.

holycause
06-11-2008, 07:38 PM
do u stop with CatastropicFX Allan?

btw, sorry to ask it again, did u get my mail? (about the course)

cheers

Ruben

Jnkk
06-14-2008, 09:45 PM
Thank you all for your responses ^_^

fireknght2
06-15-2008, 12:04 AM
Allan thanks for the pointers, I look forward to seeing those images you have so please keep me in mind when your boat comes in :)


Fire:beer:

ahau
06-18-2008, 05:26 PM
hi all,

i'm new within the fumefx universe, i just started 3 days agos, and i may need some help.

I'm using fume fx for an animation of a car burnout, actually i'm please with the results ( but i wish i could get something even better ) but i got no shadows casted from the smoke.
i'm using scanline with a direct target spot , the light is assigned within the fumefx panel, and cast/receive shadows is checked. i don't understand why can somebody help?

http://lionheart01.free.fr//3D/S%C3%A9quence%2001.mov

Glacierise
06-18-2008, 05:42 PM
Check on 'atmosphere shadows' in the light's 'shadow parameters' rollout

ahau
06-18-2008, 05:59 PM
YES!

thanks you very much xD

is it possible to improve the render of the smoke without re simulating the sequence?

Glacierise
06-18-2008, 06:13 PM
That's so cool about FFX - simulation and rendering are separate processes. You sim once, then fiddle with the rendering as much as you like.

ahau
06-18-2008, 06:16 PM
oh i see, that's nice :)

is it normal FFX used 69 gig for the simulation? oO

Strob
06-18-2008, 06:28 PM
Yes it is normal to have insanely huge cache for those detailed fluid simulations.

And instead of checking Athmosphere shadow, you could use ABshadowMap. In that case you don't need to check athmosphere shadow. You just have to make sure cast shadow is on in the fumeFX UI rendering/smoke panel.

ahau
06-18-2008, 06:36 PM
ABshadowMap? can you explain? i don't know thoses shadow maps.

anyway, my scene is actually in mental ray for final rendering, how to compose the smoke (with it's shadows) with my MR renders? i guess i have to render the smoke separatly with passes, but which one? do i need a specific setup for the render of the smoke?

many thanks you guys, you are helping much !

Glacierise
06-18-2008, 06:52 PM
You need to put matte materials on the geometry, render with scanline, then overlay on your geometry pass in a compositing app. You're screwed with the motion blur though :D

ahau
06-18-2008, 06:56 PM
it's ok i'll do it with fumefx passes :)

i put a fully black self illuminated shader on the car :)

thanks a lot ^^ i'll provide some videos when composited

Strob
06-18-2008, 07:01 PM
AB shadow map is After Burn shadow map. Normally you have it as an option in the shadow roll out of your light. But you make me wonder if you have access to it if you don't have afterburn (and only FumeFX)?

Glacierise
06-19-2008, 04:26 AM
You do, since FumeFX 1.1.

PexElroy
06-20-2008, 03:00 PM
fume will use as much RAM, HD and speed it has available -

Morpheus09
06-24-2008, 11:12 AM
Hello
i need some help with a Muzzle Flash
i need only the smoke part
the szene ist very short only 14 frames so it´s hart to tell me if it is ok or not
i habe made some test fumes

plz tell me which one you this ist the best one so far

10 (http://www.guerillafilms-online.de/rosada/fumefx10.mov)
11b (http://www.guerillafilms-online.de/rosada/fumefx11b.mov)
12 (http://www.guerillafilms-online.de/rosada/fumefx12.mov)
13b (http://www.guerillafilms-online.de/rosada/fumefx13b.mov)

if you have some idears to improve the simulation plz let me know :)

PsychoSilence
06-24-2008, 11:48 AM
hy morpheus,

i would let the smoke cast and recieve some shadow. the smoke loks kinda flat to me to be honest.Maybe some fluid mapping would add more detail and hence realism too. afar from that i kinda like the second one "11b".

cheers,
Anselm

Glacierise
06-24-2008, 12:05 PM
What Anselm said ;) Also, you might wanna put some directionality into it - now it looks like something puffs in front of the rifle. So you could make it smaller in the begining, then disperse it quickly.

floopyb
06-25-2008, 06:13 AM
I agree with the above, and also add a bit of wind just to carry it to the side of the frame. Air outside is never really still.

PexElroy
06-25-2008, 09:46 PM
you may want some shadows for more depth too. The smoke should not be to thick though. You could place the emitter in a tube to help force the smoke, and it is also going to be a keyframe issue to get the speed and slow down, like the source emitter's Velocity > Directional.

Check gettyimages (http://www.gettyimages.com/Search/Search.aspx?query=z.f.H4sIAAAAAAAEAO29B2AcSZYlJi9tynt_SvVK1-B0oQiAYBMk2JBAEOzBiM3mkuwdaUcjKasqgcplVmVdZhZAzO2dvPfee--999577733ujudTif33_8_XGZkAWz2zkrayZ4hgKrIHz9-fB8_In7dfLn91etf49f4NX6PX-dZUS5-TfrtF9D_f41fc4Rff0N89jQ_z9Zl-2t0Hnz_4HWe1dP5F8VsVuZvirwev8rPi2W-yJft-Iuqzp8Xb_M386JxH58u2_r613-4s7O7fW_vcN62q0d3706z6TzfHWdNk7fb_Md4mbd337V3teH4p1cXv8flZ7u_8OKz7z559ewXNp_t_i-_5qf03d4I_96nf-89uEf_7vPv-w_x-f1P8fv9g1369-Dhp_Tvw_v3-d8Ho0939-7t8r_79O_DHfpk797BQ_z7kD7fO7hH7e_tfIp_Dz7d5X8J5v0H9wjC_YOde_h3f2_0YGfn4D79-2BvB__i94N7uw9HD3d2H96nf-8_OBg93L138GD08NN9_vf-_V38--n-aJfaU5e7u59-ep_-op4_fTDa29_ZufdwtHf_4MH-zmh_9949GsFon37s7Nz_TUDTtCSipi1R9dfUqfg1zC-_ZlJXVfsyq7OF_fLXwv_3dn6Mfvx6715fN6fvzBu_pvc3nl-7mawtRPxhQPw4vnywc5_BZee2jf6OHn7NqcXB_fpr488d_PVrT8vGvmb-wHu_9rSu7Zv-H78-PtjDX78OfTqxLwd_0Qvn_tv2D357R98-D972_srtb79mHuC8i99-rcup_d77_ddq3Ei833-trHYfu99_7bzO7Of-H792XbkXzB88V7VHYPf7r1V72Ljff-2sXtrP_T_-H28IFGrZAwAA#) for video clips on gun smoke ref., as this smoke is rather chaotic and disperses irregular.

Bandu
06-26-2008, 09:20 AM
I don't like non of them.

gunfire slomo (http://www.youtube.com/watch?v=rth7YNtvbn8)

search for more references.

cheers,
Bandu

JohnnyRandom
06-26-2008, 04:43 PM
Hello
i need some help with a Muzzle Flash
i need only the smoke part
the szene ist very short only 14 frames so it´s hart to tell me if it is ok or not
i habe made some test fumes

plz tell me which one you this ist the best one so far

10 (http://www.guerillafilms-online.de/rosada/fumefx10.mov)
11b (http://www.guerillafilms-online.de/rosada/fumefx11b.mov)
12 (http://www.guerillafilms-online.de/rosada/fumefx12.mov)
13b (http://www.guerillafilms-online.de/rosada/fumefx13b.mov)

if you have some idears to improve the simulation plz let me know :)

Good start, I guess it really depends on how "Hollywood" you want to make it or how realistic. How much time you want to invest for the shot.
my .02 cents (to add to what has already been said)
First if you want to spend the time with it slow the shot down a little. The shot is quick so really you could do it in post:D flash a few frames of a scaled muzzle flash and a few frames of screened smoke and a mask.

Looks to much like a weak black powder load, too much smoke.
Since you almost looking down the barrel you should consider a frame or two of muzzle flash in the barrel.
Smoke is too thick for the amount of powder in the shell. (hard to tell but from the barrel size looks like a .226)
Most modern powders burn pretty clean what you do see is more white than grey.
What smoke there is quickly dissipates.(like real quickly not really more than 20 frames)
Since there is a large amount of velocity coming out of the barrel you would expect to see more of a mushroom effect with some decent turbulence.

I would point the source the direction of the bullet (as it sits it looks like a simple source pointing straight up with a few frames of expansion), keep it the size of the barrel. Better yet if you have the time, you may want to consider actually building the gun barrel and matchmoving it to the live plate, I think your results will be greatly improved (gunna take some perspective and lighting skills). If you go this route you can add some/all of your lights to the sim too, to build up your shadow depth. Your sim results should be more easily accurate.

Start out with a high velocity and dampen the velocity out rapidly. Add some turbulence. Set the smoke dissipation rate high. Lower the opacity of the smoke a lot.

JohnnyRandom
06-26-2008, 10:18 PM
Just a quick proof of concept

MuzzleFlash QT 2.4mb (http://www.4rand.com/TEST/ParticleFlow/Misc/muzzleflash_01.mov)

wigal
06-26-2008, 11:14 PM
Hey guys,

How does one get the flames to break up more without increasing the overall turbulence of the sim? I am mainly concerned about the upward direction...

multiple emitter?
animated fuel emmission?

I am eager to hear some tips

Glacierise
06-26-2008, 11:44 PM
Fracral noise in the fuel map

wigal
06-27-2008, 10:23 AM
thanks i am aware of that, I was thinking about the actual flame shape... seems like fume always tries to keep it in one solid shape....

maybe its just a scale thing...

Glacierise
06-27-2008, 10:56 AM
You could also put some turb in it, this will break it up.

wigal
06-27-2008, 12:40 PM
Yup,

Haven't really touched Max in years... I wish i'd be faster with animating stuff and expressions.. but fume itself is really great.
I wish the turbulence in the source would do some greater effects.

doing some tests for upcoming film work.. just to get a feel for the fire...
can't really show anything other than the generic stuff you are probably already sick of but that's what i got... I am still amazed by the speed of fume, when compared to Maya fluids ;)

Test (http://ddd.dxc.at/pics/fireA.mov)

haven't really touched the rendering settings...

Glacierise
06-27-2008, 05:39 PM
Fume rules man, keep on tinkering ;)

Guys, check this out: http://forums.cgsociety.org/showthread.php?p=5234308#post5234308

A new scene I made, has some FFX in it ;)

wigal
06-27-2008, 07:15 PM
looking good man!

one more question: does fumeFx has a limitation on how many cores it can use? Lets say I have a Apexx 8 with 32 cores, can it use all of them?

thanks

Glacierise
06-27-2008, 07:28 PM
No, it doesn't. You can not sim distributedly via a network, but on a single machine, you can sim with as many cores you have. Usually, you prepare a sim, run it on another machine over a network, then work on another scene until the second PC has finished, and review the results. Of course, you can extend this workflow with more machines ;)

wigal
06-27-2008, 07:30 PM
lets hope they get me one of those beasts then :applause:

PexElroy
06-28-2008, 02:51 PM
the weapon fire blast is cool; nice work

Glacierise
06-28-2008, 03:25 PM
Hi Pixelroy, yeah I've thought about that, and the next one will have that element, and a few other ones too. The shot with the tank in iron man had flaming debris, and looked cool. Btw, did you see the diablo 3 cinematic? It starts with a FFX shot :D

InfinitySpiral
06-30-2008, 03:11 PM
Does anyone have a tip how to comp the fire on white background and to still look realistic? Do I have to play with alpha multiplier or maybe render different passes with different fire opacity?What kind of blending mode is better to use in the comp. I played with almost all settings to get better look of it but once I put it on live footage starts to look unreal.I need to get absolute realistic look of it.Thank you!

PexElroy
06-30-2008, 03:13 PM
yeah that tank shot was not bad in Iron Man, and yeah the candle flame is cool,

wigal
06-30-2008, 06:27 PM
This is really annoying.
When enabling the fire and smoke render layers.. it still renders the alpha of both elements in both images...

the closest I can get is to turn the alpha multiplier on the fire to 0... use the smoke with the alpha and screen the fire... :sad:

Edit: apparently that trick only works in the renderbuffer :(

JohnnyRandom
06-30-2008, 08:11 PM
Render Elements seem to be on the weak side, we were hoping to have the addition of a shadow RE with 1.1, me thinks RE's are a little neglected or at least lower on the list of priority. That said, a workaround of two render passes should fix your problem, ie one pass with fire, one pass with smoke. You all least have correct alpha's, could then render a combined pass if you need.

wigal
06-30-2008, 08:31 PM
thanks...

although that will only work to some degree in post... if I want to cc certain elements it will break the overlapping parts...

Is there a new version of fume due any time soon?

JohnnyRandom
06-30-2008, 08:54 PM
good point

This is merely speculation but I think they are trying to fix the AB4 shadow map at present. I haven't heard anything about the next fume release.

PsychoSilence
06-30-2008, 09:03 PM
good point

This is merely speculation but I think they are trying to fix the AB4 shadow map at present. I haven't heard anything about the next fume release.

hopefully they fix the octane shader too! these black dots drive me up the wall :(

wigal
06-30-2008, 09:06 PM
I had those dots on max 2008 in 2009 they are gone...

PsychoSilence
06-30-2008, 09:11 PM
im still running max9-32 sp2...

JohnnyRandom
06-30-2008, 09:15 PM
hopefully they fix the octane shader too! these black dots drive me up the wall :(

I hear ya, Kresimir sent me a recompiled .dll and I couldn't get the thing to run, max wouldn't load it, i suspect some licensing issue, was a bummer :( Hopefully it is fixed soon.

Wigal, the bottom of this post is my 2009 render it get a different issue.
http://www.afterworks.com/phpBB3X/viewtopic.php?f=1&t=613

wigal
06-30-2008, 09:22 PM
ouch, that's nasty..

but i am on the wrong page anyway... i thought u guys were still talking about fume...

i never used AB other than the event node in pf ...:lightbulb

JohnnyRandom
06-30-2008, 09:26 PM
Sorry, got a little off topic, the fume black dots seem to be fixed, at least I haven't run into them lately. The problem now the AB4 shadow map is doing some funk, which is a bummer since they both now use fusionworks, enabling you to combine the two in the same scene.

I should also be a little more specific it only seem to occur with the octane shader, raymarcher isn't affected by the issue.

wigal
06-30-2008, 09:40 PM
no problem..
so I am searching the afterworks board, and i cannot believe that nobody else is having problems with the render layers!!!
I mean how are the big studios doing it? that way it is useless for comping.

JohnnyRandom
06-30-2008, 10:01 PM
That you would have to ask Rif or Ari:), AFAIK he does passes with RPM but I really don't know the specifics... http://cgfluids.mba-studios.com/

wigal
06-30-2008, 10:14 PM
Yeah will do, need to get that account anyway...

thanks again

SoLiTuDe
07-01-2008, 01:13 AM
This is really annoying.
When enabling the fire and smoke render layers.. it still renders the alpha of both elements in both images...

the closest I can get is to turn the alpha multiplier on the fire to 0... use the smoke with the alpha and screen the fire... :sad:

Edit: apparently that trick only works in the renderbuffer :(

Yeah, the fire render element renders with all the alpha of the smoke... current limitation... you can fix this with some pretty simple masking in the comp (channel booleans and such).. If you need it, and if I get time I'll try to post up a more detailed description... I think Rif did explain it somewhere on cgfluids... but can't remember if it was very detailed or not. It's pretty simple though ...You can also try turning smoke off, rendering straight fire, then rendering fire+smoke+render elements on then you have fire by itself, and a smoke with fire element.

Morpheus09
07-02-2008, 02:47 PM
Hey

ok i had time so i could make some changes to the shot
but i am not very happy

maybe i go the wrong way

ok see you self
test 5 (http://www.guerillafilms-online.de/rosada/hochsitz5.avi)

Glacierise
07-02-2008, 03:11 PM
Looks like a sprite now, which is not good. The turb field is too small-scale too. I think you definitely need some sort of flash and light on the character to sell this shot. And for such a shot, I think you're better off with some stock footage and comp magic then with a complex fluid sim.

Morpheus09
07-02-2008, 04:41 PM
ok you are right it looks like crap ;)

i like this one more what do you think
test 6 (http://www.guerillafilms-online.de/rosada/hochsitz6.avi)