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elvislives
07-03-2008, 10:15 AM
Hi,
I cannot get motion blur to work in v1.1 of fumeFX...
I have tested this with our project and the Example "campfire_tut_finished" scene which works in v1.0 of fumeFX.
We are using 3DStudio MAX 9 x64. on Windows XP 64, running on a BOXX PC (Dual-Core AMD Opteron 2.41Ghz) with 8GB of RAM.

I have tryed re-caching, restarting the PC, still not working.

Anybody else had this problem?
Thanks

Andy.

Glacierise
07-03-2008, 01:58 PM
@morpheus - That's more like it, but you need some light on the face. Comp some screened yellow-orangeish paintstrokes on it.

@elvislives - have you enabled the channel?

fireknght2
07-03-2008, 04:50 PM
Original by Morpheus09 (http://forums.cgsociety.org/member.php?u=61060):
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)

Morpheus09 (http://forums.cgsociety.org/member.php?u=61060) could you please provide us your settings for the muzzleflash effect?
I have been looking for this effect with FumeFX for as long as I can remember. I cannot get the same appearance as you have achieved.
I would like to have a little more smoke as well as I wil be using the effect for a cannon. I appreciate any settings or tutorial you can send that will assist me in duplicating the SFX.
Great work and I look forward to hearing from you.

Fire Knight

rvandermey@fireknight.net (http://forums.cgsociety.org/rvandermey@fireknight.net)
:cool:

Morpheus09
07-04-2008, 02:38 PM
Fire Knight a the moment i don´t have the time to do an tutorial
maybe i post the setting or so when this project is finished

here some update

test 8 (http://www.guerillafilms-online.de/rosada/hochsitz8.avi)

is the smoke disappering to fast ??

fireknght2
07-04-2008, 04:47 PM
With the modern weapon shown the smoke amount is excellent in my opinion. It's possible that there is a bit to much flame, but sometimes you get that amount as well depending on the load of the cartridge. Kinda hard to explain here, if you made any adjustments I would just decrease the flame a little.
Modern weapons tend to not have as much smoke with the exception of the big guns, Muzzleloaders, and of course black powder fired weapons.
Cannons like artillery etc require more smoke, and the same amount of fire you have for the rifle.
Again it's still an excellent SFX as I see it and I have fired many weapons...U.S. Army Veteran.
I look forward to receiving your assistance.

Fire Knight:applause:

Morpheus09
07-05-2008, 01:21 PM
and the last one
the final shot

final (http://www.guerillafilms-online.de/rosada/schuss_final.avi)

but if you have some comments plz let me know

Dav

Glacierise
07-05-2008, 01:30 PM
Now that's neat. I told you the flash on the face will sell it! Now move to the next one ;)

P.S. Fireknight I envy you for the guns thing dude, that's cool, and you've burned lots of reference into that shellshocked head of yours :D Cheers!

fireknght2
07-05-2008, 04:27 PM
Looks really good. I agree with the flash lighting the face, was always nice in the dark it gave away the enemy's position :)
I have all the reference in my shell shocked head....LOL.
All I need now is a lesson on how to put it into reality with FumeFX. Anyone that can share that lesson with me I would be obliged.
Great work by everyone keep it up.

Fire Knight

Cheers:beer:

JohnnyRandom
07-05-2008, 06:51 PM
Looks a lot better, especially with the post work :)

fireknight, here's a quick 15 minute scene I did from the last two posts on this page:
http://forums.cgsociety.org/showthread.php?f=183&t=488822&page=98&pp=15
Only a start, but it should explain what is going on.

max2009 ffx 1.1

leecobra
07-09-2008, 01:04 PM
Another shot I have just finished using Fume let me know what you all think. ;)



20mb Quicktime

fireknght2
07-09-2008, 06:20 PM
I like that it looks like a pipebomb going off.
I'm willing to bet it would make a great Muzzle flash from a cannon too.

Fire Knight:applause:

fireknght2
07-09-2008, 06:24 PM
Appreciate the help.

Fire Knight:bowdown:

JohnnyRandom
07-09-2008, 06:42 PM
Great explosion, nice debris too! :D, what caught my attention was the lighting, your shot is in the shade, yet you have a diffuse direct light on the top of your smoke, which is nice, it adds to the detail of the smoke, IMHO i would add another light down by street level to bring up those levels and get rid of the light/shadow contrast or at least lessen it (kinda cheating a GI look). Oh maybe add a flash of light to the street and building in post :)
Hey, I just noticed the reflection in the windows closer to the camera, nice touch!

Rich, scenes really young and the scale is more for gunshot, but hopefully is enough to see what you need to keyframe and the settings you need to tweak.

PartiallyFrozen
07-12-2008, 12:18 AM
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


I have created a very simple volume light setup....

There are two lights and the settings of each play a role in what the exhaust looks like. Its not the cleanest setup but it can work GREAT!.

http://partiallyfrozen.com/images/jet.jpg


Here is the Max file (version 2008).

http://partiallyfrozen.com/files/Fx_JetExhaust.max

Enjoy,
Mark

cezmikardas
07-12-2008, 02:44 AM
PartiallyFrozen (http://forums.cgsociety.org/member.php?u=202868)
Big Thanx :bowdown:

wreath
07-12-2008, 08:41 AM
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

As everybody mentioned fume would not the best way to do that but posting a simple thruster setup with ffx
scene file (2008/ffx1.1) (http://www.yeatfx.com/foreign/thruster.rar)
http://img153.imageshack.us/img153/7874/sdasdas50jc3.jpg
:beer:

wigal
07-12-2008, 07:08 PM
Hi I am trying to output a Fume pass and a FR GI Pass in one go. The problem that i find is that neither matte/shadow not fr matte/shadow seem to render the gi pass correct.
What I want is the ffx on black, the alpha doesn't matter, and the gi pass pass like the one i would get with the render elements. Hope that is clear.

Is there a simple solution? Would RPmanager do the trick?

thanks you!

cezmikardas
07-12-2008, 10:20 PM
yigit thanx
teşekkür ederim

wigal
07-13-2008, 06:45 PM
Hi I am trying to output a Fume pass and a FR GI Pass in one go. The problem that i find is that neither matte/shadow not fr matte/shadow seem to render the gi pass correct.
What I want is the ffx on black, the alpha doesn't matter, and the gi pass pass like the one i would get with the render elements. Hope that is clear.

Is there a simple solution? Would RPmanager do the trick?

thanks you!

ok, i found a solution for that.. i can actually use the Atmosphere render element to get the clean ffx :bounce:

LordHar
07-21-2008, 06:14 PM
Check this out for some cool future-tech smoke simulation:

http://www.cs.cornell.edu/~tedkim/WTURB/

depleteD
07-23-2008, 11:11 AM
Very very very cool
and it looks like they are releaseing the source code for this.
And fume is built for developing your own fluid solvers

CapitanRed
07-23-2008, 11:16 AM
hmm...Maybe I understood it wrong, but isn't it a post solver? I tought that you have to sim the fluid, and then you add this algorithm to the sim.

and how do you integrate the new solver in fume? would just be cool to know :)

depleteD
07-23-2008, 11:26 AM
I remember hearing on a video that you could, fume is built so u can easily select the one you want. But damn Fume needs this so bad.

CapitanRed
07-23-2008, 11:36 AM
I would not be suprised if sitnisati integrates it. Would be very helpful I think :)

Glacierise
07-23-2008, 11:42 AM
Wow that's awesome, takes care of the thorniest fluid sim problem with the slow grids and detailed stuff. Definitely hope they integrate it into FFX! And there could be quite neat ways to generate these vector fields!

floopyb
07-24-2008, 04:21 PM
We have recently finished some cut scenes for "Space Chimps" the game. We used a lot of fume and krakatoa throughout the whole project. Hope you enjoy!

480p version of the intro cut scene:
http://www.zerooneanimation.com/projects/downloads/01_spacechimps_desertintro_480p.mov
720p version of the intro cut scene:
http://www.zerooneanimation.com/projects/downloads/01_spacechimps_desertintro_720p.mov

Another shot in 720p:
http://zerooneanimation.com/Clients/Public/SpaceChimps3.mov

And our showreel is here:
http://www.zerooneanimation.com/projects/downloads/01_spacechimps_showreel_480p.mov
http://www.zerooneanimation.com/projects/downloads/01_spacechimps_showreel_720p.mov
or just check out www.zerooneanimation.com (http://www.zerooneanimation.com) for more of our stuff!

wreath
07-24-2008, 05:41 PM
Love the dust, nice works :thumbsup:

JohnnyRandom
07-24-2008, 08:03 PM
Big thumbs up Jordan, sweet :thumbsup::beer:

vfortin
07-25-2008, 02:48 PM
Hi all, great thread!

Here's something I couldn't find an aswer for yet... hope someone can help.

I'd like to get the color contribution of a textured object or skydome on the FFX smoke by the mean of GI or simple environment occlusion (a.k.a. IBL). I couldn't get that to work with Vray so I'm wondering whether or not another renderer can handle this or if it's rather a limitation of FFX.

Thanks.

CapitanRed
07-25-2008, 02:56 PM
As much as I know it's a ffx limitation. But you can have multiple lights and fake the IBL, or have a projectionMap in the light.

MartinRomero
07-26-2008, 04:17 AM
Hey guys,

Does anyone knows how to render out Fume Fx simulation on multiple machines, is that possible?

I am not talking about the final simulation that you will then need to render out using the Render Setup and then using Backburner to have multiple machines rendering.

What I mean is, rendering out the actual Simulation on multiple machines, because that's the most demanding part.

Thank you so much guys for any input.

Martin

SoLiTuDe
07-26-2008, 05:44 AM
^ You just submit a net-render like you would any other net-render just make sure fume is installed on all the render boxes, you don't need to authorize it, it'll render no problem. That's assuming you already have backburner set up

MartinRomero
07-26-2008, 07:46 AM
Hi there,

Thank you for answering my question however, I am actually talking about the actual Simulation process not the render part. I do not see the options that enables me to simulate in more than one machine.

if you have the steps for this I would love to see them.

Thanks

Martin

SoLiTuDe
07-26-2008, 07:49 AM
Ooooh ok... i misunderstood then... i read it like twice. You can't sim across multiple machines, you can do one sim per machine... so you can send a sim to another machine with the backburner button where it will simple load up your file and sim on the other machine leaving your computer free. The setup shouldn't be very hard. Just make sure the sim license plugin is installed on the slave computers. This won't speed up a sim... simply allows you to maybe get 2 sims done in the same time as one if you have 2 computers.

Bercon
07-26-2008, 08:46 AM
Dividing simulation over network would be very inneficient anyway, since you'd have to swap huge amount of data for each frame so even 1GB network would probably slow it down more than you'd gain by having two computers calculating the simulation.

If you really need to calculate lots of ffx simulation I'd consider buying machine with 16-32 cores.

MartinRomero
07-26-2008, 09:59 PM
Thank you so much guys.

Cheers

Martin

Morpheus09
07-29-2008, 03:28 PM
hey

i´m sorry but i have no time to do a tutorial for the Muzzleflash

http://freenet-homepage.de/david.rosada/mov/final.jpg

but i upload my scene file

MaxFile
(http://freenet-homepage.de/david.rosada/max/flash.zip)

MartinRomero
07-30-2008, 01:02 AM
Really good stuff man.

I am actually working on some projects right now and I am using Fume FX, Afterburn and Particle Flow.

I have seen some good stuff from lots of people on this thread, so I'll be posting some questions later on regarding Fume fx and also Reactor, hopefully you guys WONT mind helping me figure some stuff out. You guys know how it is, there is always some new thing that becomes a challenge.

Cheers,

Martin

wreath
07-31-2008, 02:48 AM
Hey fume folks! made a new mini dusty explosion shot with ffx & tp
here right click & save as (http://www.yeatfx.com/animations/animation_files/dusty.mov) (Quicktime sorenson 17mb)
youtube link (http://www.youtube.com/watch?v=CDjzZ8YPphI)
compression killed all the color corrections but it's still fume :love:

edit:updated to the last version of shot.

PsychoSilence
07-31-2008, 03:15 AM
looking pretty cool! the rolling turned out nice!

vfortin
07-31-2008, 12:56 PM
Hey wreath, that's very nice! Could you talk about your light setup?


@CapitainRed: thanks for your input.

nitrocom
07-31-2008, 01:03 PM
Wow yiğit great explosion...

I'm wondering 2 points :

First, How did u get those stocks or where :) Those stocks are very good...

Second one is a general question for everyone, I'm wondering you guys how can u achive those fractal or noisy smoke and how can you make it possible in that much speed...

Or simply, can you explain little bit your setup dude :)

again great job...

wreath
07-31-2008, 05:13 PM
Hey thanks guys!

Vincent, here you can check these pages on fume thread, i tried to explain my lighting setups.
http://forums.cgsociety.org/showthread.php?f=183&t=488822&page=61&pp=20
http://forums.cgsociety.org/showthread.php?f=183&t=488822&page=62&pp=20

the missing images on post #1228:
http://www.yeatfx.com/foreign/ffx_l_stp.jpg
http://www.yeatfx.com/foreign/ffx_s_stp.jpg

Cenk, i'm not using any stocks all they are some boring photo stills with simple compositing tricks like animated wiggles & lens blurs and some noises which helps stills to look like a video footage, actually i'm still saving for that shit (http://www.camcorderinfo.com/content/Canon-HV30-Camcorder-Review-34401.htm#) really want to use some tracked real video footages soon by the way i searched about 2 months and that cam really have the best price/performance rate in the market, fits perfect for who want to mess with some tracking works but don't have too much $$$

and noisy smoke issue; my personal recommendation is do not go with fume's own turbulence option unless you have 16 cores or something like that it's boosting sim. times so bad and gives kind a odd looking i think.Higher vorticity values always worked for me, using some wind/turbulence space warps (with low & animated values) also works greatly.
As an another option if you using some reference meshes to emit, try giving some noise modifiers to bump the surface, bumpy meshes provide more natural, turbulenced looking smokes.
:beer:

vfortin
07-31-2008, 05:34 PM
Thanks mate, great work!
Did I get this right, GI from ground? How?

wreath
07-31-2008, 05:59 PM
Thanks mate, great work!
Did I get this right, GI from ground? How?

Ah no it's default render, with G.I. i mean; imitating indirect light reflections from ground by using some default direct lights which have same colors with environment.

nitrocom
07-31-2008, 08:50 PM
Damn, I'm still busy with this stuff... Fume :)

cani
08-02-2008, 06:16 PM
Hi there folks!
After seeing what great results you guys can achieve using fume, I decided to start learning it like many of others out here.
So I'm currently experimenting with Pflow anf Fume. I created a simple pf source, where particles are emitted from the grayscale map I've assigned to a plane. So particles are emitted and after a couple of frame, they spawn and the old ones dies. I was wondering if i could assign events of the PF to channels of fume fx? I'd like the first event to be fire and when the second events starts, particles turn to smoke.

I've though of only animating the amount value in the particle source tab but i'm not sure if there's a better way to go?

cani
08-02-2008, 06:17 PM
Hi there folks!
After seeing what great results you guys can achieve using fume, I decided to start learning it like many of others out here.
So I'm currently experimenting with Pflow anf Fume. I created a simple pf source, where particles are emitted from the grayscale map I've assigned to a plane. So particles are emitted and after a couple of frame, they spawn and the old ones dies. I was wondering if i could assign events of the PF to channels of fume fx? I'd like the first event to be fire and when the second events starts, particles turn to smoke.

I've though of only animating the amount value in the particle source tab but i'm not sure if there's a better way to go?

wreath
08-03-2008, 12:34 AM
Hi there folks!
After seeing what great results you guys can achieve using fume, I decided to start learning it like many of others out here.
So I'm currently experimenting with Pflow anf Fume. I created a simple pf source, where particles are emitted from the grayscale map I've assigned to a plane. So particles are emitted and after a couple of frame, they spawn and the old ones dies. I was wondering if i could assign events of the PF to channels of fume fx? I'd like the first event to be fire and when the second events starts, particles turn to smoke.

I've though of only animating the amount value in the particle source tab but i'm not sure if there's a better way to go?

I guess this is what you looking for;
http://www.catastrophicfx.com/tut/tut_FFX4_PFAB.avi
(Allan McKay's tutorial about ffx&pf)


and here i made a sample scene for you: http://www.savefile.com/files/1704409
(you will need afterburn plugin for this)

cani
08-04-2008, 05:32 PM
Thank you very much wreath!
the video tutorial sample you posted covers exactly what I was talking about!
althought I'm a bit disapointed that you need to have afterburn to get this result, I could'nt open your file because of this...
I'm still very new to fire simulations and I have no idea what are the differences between ffx and ab but I guess that If i want to master the fire I'll have no choice but to give AB a try!

I went to Allan Mckay's website where I found great clips free to download about fume and p flow! I see that he's a very good vfx artist and he's got many dvds about afterburn as well as some about pflow! That's great!

Do any of you know if there's a dvd about fume fx and 3ds max?

by the way, sorry for the double post earlier!

wreath
08-04-2008, 05:46 PM
Probably you can't open the file because of version difference, file is max 2008.

take a look at these pages for what is ab? what is ffx?

http://www.afterworks.com/AfterBurn.asp?ID=2
http://www.afterworks.com/FumeFX.asp?ID=2

and Allan already have a dvd about ffx;
http://www.turbosquid.com/FullPreview/Index.cfm/ID/384802

amckay
08-05-2008, 06:52 PM
Thanks for the plug wreath

Afterburn is a bit old tech but still useful. You dont necessarily need afterburn for all things, however I think its is quite useful to have in your arsenal.
The way to look at it is that Afterburn is primarily a raymarcher shader, it will create volumetric puffs on each particle is the laymens way to describe it. So its a good solution for working directly with particles and wanting to render something with some density to it.

Fume FX is a fluids solver, so when you want to get more realistic animation, you can use fluids which allow you to get nicer reaction and integration with your shots. You do lose a bit of control opposed to particles, however you can achieve a lot of stuff that isnt easy to create with particle systems. Simulation times can be steep. But I think both tools are very useful, especially together in some situations!

Hope that explains it a little bit, I'm a tad hungover today

regards,

-Allan McKay

MartinRomero
08-05-2008, 08:38 PM
Hello guys and Allan,

I was hopping you guys could help me with the creation of a laser beam. I am using Fume FX. I have attached the file for you guys to look at it.

In my test, I still seem to have some flames on the edges of the beam and I don't really want to have those. Also, the mushroom thing at the beginning of the simulation does not seem to go away. I tried a bunch of stuff but it's still there. I thought about messing with the opacity however, the laser beam will be trigger at a certain frame and it needs to look like it's growing from the source. Can you guys help me figure this out? thanks.

Martin

Coolone3000
08-05-2008, 09:16 PM
Hey Wreath,

Great job on that dusty explosion. Would really like to see the setup for that. I've been learning TP and FFX recently and that kinda shows the potential in them both together.
TP is a bit complicated for me starting out, but i'm beginning to grasp it pretty well. A lot of trial and error. Anyways, just thought that explosion looked really impressive!

PartiallyFrozen
08-06-2008, 06:24 AM
Hello guys and Allan,

I was hopping you guys could help me with the creation of a laser beam. I am using Fume FX. I have attached the file for you guys to look at it.

In my test, I still seem to have some flames on the edges of the beam and I don't really want to have those. Also, the mushroom thing at the beginning of the simulation does not seem to go away. I tried a bunch of stuff but it's still there. I thought about messing with the opacity however, the laser beam will be trigger at a certain frame and it needs to look like it's growing from the source. Can you guys help me figure this out? thanks.

Martin

I think fume might be overkill in your case. If you need a laser beam why not just use a volume light? you could make it with a volume light or with a simple cylinder with a self illuminated material with a bit of opacity. Then make it glow in the composting software.

Mark

entrancea
08-06-2008, 02:08 PM
Wassup You Guys.....Been a long time....Been away for two months cause I was attending Allan's Fume Cgworkshop....

Now here is a Great News....We now have an Unofficial FumeFX Forum

http://www.fumefx.org

Thanks to TIMO LEUCHT who owns the Forum we are officially open now.....

So come one come all and join.....

It'll be a blast!;)


Regards,
Entrancea

cani
08-08-2008, 01:56 AM
Thank you Allan!

I went to Sitni Sati's website and read all the info about fume and after burn but I was still wondering what were the differences between the two plugins! I must say that your explication really helped me out understanding what each plugin was best for! I feel like I've got no choice but to learn a bit of AB so I can use standard particles in max to have more control over my fire effects ;)

entrancea, I'm already looking at the few things on the forum! It's a great thing there's a forum for fume, I hope that it is going to fill up with loads of infos about fume!

thanks for your time!

MartinRomero
08-08-2008, 06:17 PM
I'll look forward to participating in the new Fumefx Forum.

Cheers

Martin

entrancea
08-09-2008, 04:52 AM
Cool.....Hope to see you guys soon....

Regards,
Entrancea

Glacierise
08-09-2008, 05:36 PM
A new shot:

http://cg.glacierise.com/fire_passby.avi

JohnnyRandom
08-09-2008, 10:02 PM
Nice thick smoke, great tendrils, yum, is that a g*dd<>m lense flare!:D

Glacierise
08-09-2008, 10:12 PM
It fuc*in is, but for once, it fits the shot :D

wreath
08-10-2008, 04:37 AM
Hey Wreath,

Great job on that dusty explosion. Would really like to see the setup for that. I've been learning TP and FFX recently and that kinda shows the potential in them both together.
TP is a bit complicated for me starting out, but i'm beginning to grasp it pretty well. A lot of trial and error. Anyways, just thought that explosion looked really impressive!

Hey Chris, sorry for the late post i had a surgery 2 days ago :D
actually i made a little breakdown but can't upload yet (need to upgrade my webspace)
here you can check my TP setup in dusty explosion. (http://www.yeatfx.com/foreign/dusty_tp_setup.jpg)

and Subhrojyoti! it's awesome, registering right now! :twisted:

cheers

JohnnyRandom
08-10-2008, 10:44 PM
It fuc*in is, but for once, it fits the shot :D

LOL, agreed

it's funny, I picked up Knoll light factory pro a couple months ago (Red Giant had a one day 50% off sale, epic deal), been slipping in inconspicuous lens flares all over the place just looking for excuses to use the plug, the thing is actually pretty sweet.



sorry for the late post i had a surgery 2 days ago
Hope wreath is doing well


Subhro, cool will have to drop by and check it out:)

Daniel-B
08-11-2008, 07:02 AM
The thing about lens flares is that they are cheesy when they are obviously CG. However, when a lens flare is painstakingly matched to reference of a real flare, the viewer will accept it much more readily.

A little while ago, I started to make a library of flare presets based off real reference from movies. Here are a couple from Batman Begins I made in Knoll Light Factory...

http://img.photobucket.com/albums/v58/PixelMagic/klf_example_02.jpg

http://img.photobucket.com/albums/v58/PixelMagic/klf_example_01.jpg

Glacierise
08-11-2008, 08:18 AM
These are cool really, that lensflare tech has gone quite far and beyond cheesy!

Wreath, I surely hope you are OK! Waiting for that breakdown!

JohnnyRandom
08-11-2008, 05:47 PM
Nice Daniel :)

Although, it is always ones duty to give crap to someone in the cg community for using lens flares... only for the sake of having fun! :D

PexElroy
08-11-2008, 09:39 PM
Glacierise - slick FFX blast and smoke :) And great flare, yeah a flare can make or break a shot if it feels wrong or its motion is not right.

Cani - well AfterBurn is a volumetric puff (http://www.youtube.com/watch?v=5ob5sbWnhXg) Raymarcher renderer (Raymarching is the process of stepping a trajectory through its collisions with surface elements), so it works with small or big puffs of smoke/fire, but these puffs are not linked to motion flow physics, whereas FumeFX or similar fluid sims (Maya Fluids, RealFlow, Blender) will accurately calculate the fire/smoke in a cubed region using tiny "voxel zones" to sim them by using CFD (http://www.youtube.com/watch?v=uIvNPwU2i2c), at the cost of time and RAM.

jimmy4d
08-12-2008, 06:23 PM
wow.... you guys are so good you make me sick.....but great to learn from so keep rocking out the booms dudes.....just a little something I did for a challange workshop at simplycg..10 sec red ball in from the left out on the right. Then tyson is going to string all the entys together with some music or something. I had to use FFX......http://www.3dglove.com/08/rb_2.mov

JohnnyRandom
08-13-2008, 01:21 AM
fire, fire, fire :)

Glacierise
08-13-2008, 07:08 AM
Yeah, as Johny said - put some burn into it ;) You should make the audience understand what's happening, and why's it happening. I can't really figure out what's that ball made of or anything.

jimmy4d
08-13-2008, 12:26 PM
yeah I know, I know you guys are all pyro pros so you all want flames:applause: I did one with flames but I ousted for the erie looking fog smoke thingie. I think I'll redo with a kaboom in it. I ran out of time to use for the challange. Ill post for crits when I complete.

Thanks

wreath
08-13-2008, 01:44 PM
Hey Johnny, Hristo thanks dudes! i'm ok right now :beer:

nitrocom
08-15-2008, 01:19 PM
hi guys how are u doing everybody,

long time no post! I'll send a new video, so I'm waiting for your comments :)

Wreath,I hope you are ok...

c ya...

link :
http://cckvfx.com/paperBurn_001.mov

grury
08-15-2008, 01:47 PM
hi guys how are u doing everybody,

long time no post! I'll send a new video, so I'm waiting for your comments :)

Wreath,I hope you are ok...

c ya...

link :
http://cckvfx.com/paperBurn_001.mov

Nice one. Altho would look much nicer n realistic if the paper wouldnt disapear all in ash. u could animated the material of the paper going to black.

wreath
08-15-2008, 02:27 PM
hi guys how are u doing everybody,

long time no post! I'll send a new video, so I'm waiting for your comments :)

Wreath,I hope you are ok...

c ya...

link :
http://cckvfx.com/paperBurn_001.mov

Thanks Cenk, looking awesome! :thumbsup:

Glacierise
08-15-2008, 02:31 PM
Very nice, nitrocom! Too much turb for my taste though, and I aggree it would be great if you have some charred geometry leavig after the flame, and bend it upwards :buttrock:

nitrocom
08-15-2008, 02:40 PM
Thanks guys, I looked at it again and I saw that there is a problem with ashes, they could have more variation in itself, maybe... Anyway, ill take care of them, Thanks again...

Debneyink
08-17-2008, 08:36 PM
im trying to make a brightll cloured space nebula i was thinking of doing it with afterburn but i want to be real close up and have it disperse when something goes through, i think fume would be better for this, but am wondering how to achieve it?. im guessing paritcles rather than an object emitter
but how do you get the gas to be static until an object passes through it?

JohnnyRandom
08-18-2008, 07:23 PM
Cool paper burn Nitrocom:)

Chris, you could cheat the timescale. For instance timescale of 1.0-5.0 until you get the desired look then animate down to .01 to hold then return to previous rate for distrubance.

You could load an initial state as well and adjust the sim range.

You will have to animate other params up until the "stop" point as well. IE Gravity, buoyancy, temperature, object velocity, ect.

Thing is you may get undesired movement away from the collision object, I geuss could be solved with two grids one with the collision object and one without.

Your going to have to test it.

I would say particles for sure.

Debneyink
08-18-2008, 07:41 PM
cool, thanks for the help im a bit rusty but am going to give it a go...


thanks

grury
08-19-2008, 08:31 PM
Hi folks!
Heres a little shot I been working. The idea was to create the whole shot using only FumeFx.
I ended up doing 3 diferent FFx passes for the fire/smoke and also used one particle pass for the small flying bits.

http://grury.cgsociety.org/gallery/

Hope u like. C&C welcome.

Gru

JohnnyRandom
08-19-2008, 08:35 PM
Hell yeah, that is sweet! great fluid movement ;)

nitrocom
08-19-2008, 08:42 PM
hey grury,

f.cking cool, especially i like the last seconds where fluids just dropping away from the actually body, movement is very good... I'd like to know how did you achive that dynamic?

Keep it coming man...

nitrocom
08-19-2008, 09:30 PM
Hey guys btw,

I got new that I want you to check it out ! One thing keeps me busy all the time is movement of smoke and tha part of back of the wall ? What do u guys think, lemme know !

link :

cckvfx.com/wallFracture_01.mov

Glacierise
08-19-2008, 09:59 PM
Dragon was cool, I liked it! Will be even better at higher res!
@nitro: Dude, you have way too much turb and it's frequency is damn high! Make it lots of frames, like 100-200, esp for a slow-mo shot like this one. And generally, don't overuse it ;) Compensate with more interesting sources would be my advice.

grury
08-20-2008, 07:34 AM
Thanks guys!
Heres a higher res version: http://www.grury.me.uk/dragon.mp4

@ nitrocom: The setup consisted of 3 different Fume boxes. I used a gradient map on the body of the dragon, for sim 1 and 2 very similar setup, but the trick was in usin a very high Burn Rate, 93, this way the fuel burned almost instantaneously but still creating enough flames to define the front of the dragon, for this I simulated both the Fuel n the smoke, this I I could get some secundary curls from the smoke, wich I rendered with a orange color to. Then the 3rd Fume setup I fliped the gradient on the dragon so it would create the burn effect on the rear side of the dragon. For this one I used a lower Burn Rate, around 20, so I could get some nice trailing flames.

Cheers.

nitrocom
08-20-2008, 11:52 PM
Thanx dude, I'll give it a try,

Nice job, again!

MartinRomero
08-21-2008, 12:14 AM
Very good grury (http://forums.cgsociety.org/member.php?u=21052),

Martin

Nazgul
08-22-2008, 02:03 PM
Hey all

I'm emitting from a noise map(object_SRC) and for some reason the fire appears like it's offset from the noise patterns.
I am using the right map channel, I'm also using Explicit map Channel so what could be the problem?
I get it to work when using Gradient Map but it won't work with a regular NOISE Map.

Any clue?

tasiek
08-23-2008, 02:20 PM
Hi guys!

I have a little problem with object distance controller. I works not the way I expected.

I have a moving box, that moves through series of object sources. Every object source, has in fuel channel, object distance controller, and of course picked this moving box as a source.

I assume that min/max distance fields in this controller are distances between object source and box's geometry. But it seems that it is the distance from source object to box pivot point.

Any way, it works totally not the way I want. If it's needed I can put some footage of it, but maybe someone know whats the problem in here.

Thanks!

SoLiTuDe
08-23-2008, 04:12 PM
^Well, it works based on the pivots, so there's not problem... just the way it works.

You should email the developer or post it as a request on the official forum.

tasiek
08-23-2008, 05:00 PM
thanks for confirming my observations :)

Already solved this with mapping source.

thx!

btw.
FFX needs some serious update, it's not the only glitch...

SoLiTuDe
08-23-2008, 09:09 PM
btw.
FFX needs some serious update, it's not the only glitch...

Like what?

Cryptite
08-24-2008, 06:32 AM
Like what?

Needs a button called "Make beautiful explosion that is x feet in diameter and lasts y seconds."

nitrocom
08-24-2008, 11:28 PM
User Interface problem,

they have to chance "when you deselect the ffx container, ui closes" stuff! Exactly, they hace to change...
It has to be always open unless I close...

c = g :)

SoLiTuDe
08-25-2008, 12:00 AM
User Interface problem,

they have to chance "when you deselect the ffx container, ui closes" stuff! Exactly, they hace to change...
It has to be always open unless I close...

It was requested early last year... I guess it's not as easy of a feature to add as it sounds. That's what the hotkeys are for, for now. I've gotten used to it, and it doesn't bug me at all anymore. It did for maybe a day or two, but then I just started using the hotkey to get the fume ui to come up.

JohnnyRandom
08-25-2008, 08:40 PM
^or if you like buttons, add a UI toggle from the FumeFX customize category.

SoLiTuDe
08-25-2008, 09:39 PM
^or if you like buttons, add a UI toggle from the FumeFX customize category.

Yeah I have it in my quad menu... right next to the awesome fumefx create dialog. :D

nitrocom
08-25-2008, 10:12 PM
Out of topic :

I'm little stucked with creating good explosion, actually even a simple explosion!

I can create something look like explosion but, I'm not ok with those, u guys have any common trick or hint or formula, just wondering...

Thanks...

Edit : Ian, this one comes for u :)

JohnnyRandom
08-25-2008, 10:26 PM
Yeah I have it in my quad menu... right next to the awesome fumefx create dialog. :D

hehe, thanks, trying to integrate some TP too... like mainly a shortcut to the helpfile:eek:


I can create something look like explosion but, I'm not ok with those, u guys have any common trick or hint or formula, just wondering...

Sure others can add to but...(Wreath has got some great booms)

It's basically all about keyframes, a little expansion, burn rate, turbulence, and temperature.

Almost in that order:D

EDIT: ah found it, decent little tut.
http://tutorials.themaxer.de/carbomb/ffx_car_explosion_tutorial.html

tokanohanna
08-26-2008, 11:52 AM
Hello everyone,

My buddy referred me to this section, and said I would get some great help creating awesome looking smoke. I basically have been using Maya fluids for the last year. My school doesn't have any licences for 3dsmax so I had to make the best out of my simulations with Maya fluids. I saw a few tests posted here and they look awesome. I thought I did a good job on my reel with fluid simulations, but I felt I could of gotten much better results. It was quite challenging creating my Emperor's rocket fuel. Can one achieve the same results with FumeFx in Maya, or am I kidding myself? My last question is, what is the learning curve and how hard would the transition be from moving from Maya to Max. Please feel free to take a look at the simulations I did on my reel. Thanks so much in advance. http://www.waynart.com

nitrocom
08-26-2008, 09:52 PM
John, thanks for the link, very good tutorial...

Debneyink
09-02-2008, 11:39 PM
So ive got two weeks to blow up a house!

im going to use rayfire and fume

Belows my first test took a couple of hours I'm rusty on fume so bare with me...

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

obviously there's no house there yet im just playing with the explosion.

I think its looking a bit nobbly as though the fire isnt appearing quick enough, any other critiques and tips are welcome and needed...

I'll be posting frequent updates till the shots done.

cheers

floopyb
09-03-2008, 06:33 AM
So ive got two weeks to blow up a house!

im going to use rayfire and fume

Belows my first test took a couple of hours I'm rusty on fume so bare with me...

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

obviously there's no house there yet im just playing with the explosion.

I think its looking a bit nobbly as though the fire isnt appearing quick enough, any other critiques and tips are welcome and needed...

I'll be posting frequent updates till the shots done.

cheers

Thats looking good Debneyink. With 10-20 mid size chunks coming off like the bigger chunks and a general radial blast (using a particle system) that will look awesome!!

Debneyink
09-03-2008, 12:13 PM
cheers, early days!So if im to have a slowmotion explosion (dramatic effect) do i set my fps to say 50 or 100 then solve as normal or does it have to set in fume?

Glacierise
09-03-2008, 12:24 PM
Hey Debneyink, play with the timescale, it's very powerful parameter. Increasing FPS would be the last thing I'd do, it will KILL your render speed.

And a new thing from me with FFX : http://cg.glacierise.com/reel_opener.avi - I'll be opening my reel with it. A weak spot is in the wave, I think. It should interact with the ground more. I could rework it, but I also need the reel to be ready ASAP, what do you guys think?

Debneyink
09-03-2008, 12:37 PM
looks good a bit more detail on the smoke whipsy bits and yeah the wave needs to be less solid looking

so if my particles and the rayfire is solved at 25 fps but the fume time is slowed down would that still look right? would it not be best to slow the entire shot down? It's one shot that i have a couple of weeks on so i have time for a long render...

Glacierise
09-03-2008, 12:56 PM
You can slow RF down with its own time scale feature (or scale the keyframes of the baked simulation) , slow FFX down with the time scale, and slow PFlow down with drags, low speeds, etc.

Debneyink
09-03-2008, 01:03 PM
genius! okay, ill give it a go thanks

Debneyink
09-03-2008, 03:35 PM
havent tried the slowing down thing yet but have been building up the scene to see how complex i can take it...

http://www.youtube.com/watch?v=5nhsvxMhq4w

the scales not working and i think it needs a fireball going up through the middle, also theres a black edge to the fire?

im going to start modelling the real house and just have pockets of explosions as i think thatd be more realistic...I may be gone for some time...

Glacierise
09-03-2008, 04:01 PM
Fire and smoke start looking pretty cool! But you're right, it needs multiple explosions and demolitions. Rayfire will help greatly ;)

Cryptite
09-03-2008, 07:42 PM
I think it's time that Rayfire and I went out on a date...

JohnnyRandom
09-03-2008, 09:41 PM
I think it's time that Rayfire and I went out on a date...

LOL, Rayfire's hot, funny too, she'll crack you up:D

PsychoSilence
09-03-2008, 10:06 PM
LOL, Rayfire's hot, funny too, she'll crack you up:D

and can have quite an impact on ur pivot :D but be warned, after a couple of shots she goes havok!

okay, guys, back to topic :D :bounce::beer:

wreath
09-03-2008, 10:47 PM
And a new thing from me with FFX : http://cg.glacierise.com/reel_opener.avi - I'll be opening my reel with it. A weak spot is in the wave, I think. It should interact with the ground more. I could rework it, but I also need the reel to be ready ASAP, what do you guys think?

Hey man looked awesome really loved the crusty/dirty feel.

Debneyink
09-03-2008, 11:10 PM
http://www.youtube.com/watch?v=R0F9PACVHb4

ran out of patience this evening so not much development and a bit too hot i feel.
I do like the details of rolling blocks with fire and the frame of the house burning...


im running max on 32 bit but with xp 64 machines (im lazy) would you recommend i reinstall max 64 bit? to help fume, my mistress and my patience?

Debneyink
09-03-2008, 11:17 PM
and im rendering in vray...

joconnell
09-03-2008, 11:23 PM
Definitely - the main thing about fume is to get better looking sims the main thing is to keep using smaller voxel grids for finer detail - 32 bit max runs out of ram quick and becomes unstable so moving to 64 bit max and fume is going to give you better results. In terms of what you have at the moment I think the house explosion looks too simple - you know yourself that you need some big bits and small bits for it to look like it's got scale - it might be a case of having an explosion go of that kicks out the windows and maybe does some structural damage which causes the roof to cave in - plenty of fast and slow bits all going on. Another biggy is that object based emision is fine but you'll get far more detail if you have the objects leave particle trails and then emit frume from the particles instead - you'll get more small scale randomness in it and give your fume a more complex look.

Debneyink
09-04-2008, 01:32 PM
completly agree, I'm going to now stop messing about and get to building the actual house and geometry and particles etc I've managed to pull up some good house explosion ref so thatll come in handy.

Debneyink
09-04-2008, 01:51 PM
completly agree, I'm going to now stop messing about and get to building the actual house and geometry and particles etc I've managed to pull up some good house explosion ref so thatll come in handy.

Nazgul
09-04-2008, 09:26 PM
Hey y'all

I'm using image motion blur(what other option is there?!!!) to blur my FumeFX but it's weird, the motion blur only appears inside my fire, I get a hard edge all around my fire. Do I have to set something up? (I already checked the image motion blur channel in the Fusionwork environement setting)

Cheers for any help!

wreath
09-05-2008, 06:33 AM
Heya Fume dudes made a new shot heavily with Fume so you may want to check, probably it's my final work for a while, i'm moving to Los Angeles finally :bounce:

here it is (http://forums.cgsociety.org/showthread.php?p=5366013#post5366013)
:beer:

SoLiTuDe
09-05-2008, 06:45 AM
Heya Fume dudes made a new shot heavily with Fume so you may want to check, probably it's my final work for a while, i'm moving to Los Angeles finally :bounce:

here it is (http://forums.cgsociety.org/showthread.php?p=5366013#post5366013)
:beer:

Very cool, dude! Where you headed in LA?

wreath
09-05-2008, 06:50 AM
Thanks Ian, Westwood for first 2 months then will seek a house in Santa Monica.

SoLiTuDe
09-05-2008, 06:59 AM
Sweet -- will have to catch up for lunch or beer or whatever some time!

wreath
09-05-2008, 07:08 AM
Sweet -- will have to catch up for lunch or beer or whatever some time!

Would be awesome :beer:

PsychoSilence
09-05-2008, 07:09 AM
Heya Fume dudes made a new shot heavily with Fume so you may want to check, probably it's my final work for a while, i'm moving to Los Angeles finally :bounce:

here it is (http://forums.cgsociety.org/showthread.php?p=5366013#post5366013)
:beer:

very nice one! is the explosion all particle driven fume?

wreath
09-05-2008, 07:18 AM
very nice one! is the explosion all particle driven fume?

Thanks Anselm, actually i used everthing in explosion sim. except my grandma i guess :hmm:,
for explosion- tp setup & tiny sphere simples
dust wave - tp setup
sand dusts - 2 box simples
interrior fire - dummy geometries
missile trail- pflow
splashing sands - tp setup
all the flying debrises / windows / car fragments - tp setup

i know a breakdown would be better so will try to make tonight.

MartinRomero
09-05-2008, 09:28 AM
Hello PartiallyFrozen,

Thanks for your help, sorry I did not get back to you sooner.

I think fume might be overkill in your case. If you need a laser beam why not just use a volume light? you could make it with a volume light or with a simple cylinder with a self illuminated material with a bit of opacity. Then make it glow in the composting software.

Mark


Martin

visualchaosfx
09-06-2008, 03:27 PM
Hey ya'll,

Decided to start fussing around with FumeFX again for the sake of fussing lol. Here's a smoke test that I did last night. I got some flickering in the smoke and I'm tryin to remedy that. This is just one of a series of FumeFX tests I'm doing.

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

Now after looking through the entries for the tornado fx wars challenge, I too want to try out a tornado in FumeFX. I was thinking of using pflow as a base for the tornado and have fumefx emit from the particles. Would that be the correct course of action or would a simple addition of a vortex spacewarp and tweaking in the fumefx settings be sufficient enough to generate a tornado?

nitrocom
09-07-2008, 02:46 PM
Ahh yigit that one is very good... :applause:

I hope you do great in LA, why r u heading to LA ? Gnomon or something like this ? What about school ?

Take care dude... :beer:

wreath
09-07-2008, 09:50 PM
Thanks Cenk, sent you a p.m.


@skyentertainment (http://forums.cgsociety.org/member.php?u=196707)

Try to render your scene as .png sequences to fix flickering. ;)

holycause
09-08-2008, 12:36 PM
or .tga

i had some flickering problems with png. ;)

visualchaosfx
09-08-2008, 06:47 PM
Thanks for the suggestions guys. Why does the pngs cause the flickering in the smoke?

JonathanFreisler
09-09-2008, 04:25 AM
image formats will not cause flickering (unless your using compression and settings are low), if theres flickering its due to GI or somehting like that (low settings, a small shadow map, AB shadows). pngs are not advisable to use (i dont know why your are saying they fix flickering...), due to the compression they use. If you render out fume, AB, particle passes use targas, tiffs, openEXR ect, somehting that wont compress them but will store an alpha and you have other options to save other channels.

depleteD
09-09-2008, 06:33 AM
Ahhh FINALLY!!! I ahve webspace. Now i can start showing some research....

Well I have struggled for a long time to get billowing dark thick smoke, the current project has allowed for some time to develop the technique. this example has low advection stride, noise maps on temp, vel and fuel masks. noise controllers on everything, burn rate, temperature, fuel, ect…. still needs alot of tweaks. I’m looking to hires sim tommorow. Right click the image and save as.

http://andrewmelnychuk.com/Research/BillowResearch/fire_04_splash.jpg (http://andrewmelnychuk.com/Research/BillowResearch/lowAdvectBillow_.mov)

CapitanRed
09-09-2008, 09:04 AM
I don't know if compress was checked, all I know is that it did flicker ;)

here a very old example:

flickering (http://www.megalomania.ch/capitanred/forum_posts/volume_flickering_illustration.mov)

Junaidishtar
09-09-2008, 07:11 PM
my fumefx doesnt pickup again the written .fxd files from the folder and doesnt show up in the preview window( although it was displaying while writing those). and its not even displaying anything in the render window. i can see the files in the folder but in the preview and render windows
any help would be appreciated.

visualchaosfx
09-09-2008, 07:28 PM
image formats will not cause flickering (unless your using compression and settings are low), if theres flickering its due to GI or somehting like that (low settings, a small shadow map, AB shadows). pngs are not advisable to use (i dont know why your are saying they fix flickering...), due to the compression they use. If you render out fume, AB, particle passes use targas, tiffs, openEXR ect, somehting that wont compress them but will store an alpha and you have other options to save other channels.

Your right. I did me another smoke render (see below) and this time I'm not getting any flickering in the smoke. I rendered out the sequence in png format.

http://www.youtube.com/watch?v=ayhrsmU9BfY

MartinRomero
09-09-2008, 07:37 PM
Good stuff depleteD (http://forums.cgsociety.org/member.php?u=56319).


I'll be posting some of my tests soon.
Cheers

depleteD
09-09-2008, 07:51 PM
my fumefx doesnt pickup again the written .fxd files from the folder and doesnt show up in the preview window( although it was displaying while writing those). and its not even displaying anything in the render window. i can see the files in the folder but in the preview and render windows
any help would be appreciated.

you have play from, play to and start from. Whats your start from value? My guess your time range is something like 400-500 and your sim is starting at frame 0

Thanks MartinRomero

Junaidishtar- cool shit man, i would like to see the smoke die quickly in that test, a higher dissapation

Junaidishtar
09-10-2008, 01:40 AM
indeed my sim was starting at frame 0 and i have frames b.w 955 and 1055. thanks depleteD for the feed back. i will try to dissapate the forest burning things. thanks

depleteD
09-10-2008, 01:49 AM
no problem dude, keep up the good work

Jerico
09-12-2008, 04:10 PM
hi guys,

i spent the last 3 days to read this thread in my breaktimes. i'm impressed by the helpful comments here and i can say that my skills just improved by reading this all.. okay, this was not so hard :)

this is an animation from today.. computer crashed 2 times (yehaw) and i cant explain myself this flickering lightarea.

http://www.youtube.com/watch?v=TxsDT3WnFLc

does anybody have an idea

depleteD
09-12-2008, 05:47 PM
Jerico that is awesome dude. I freaking love that. The only thing that bothers me is that its hitting the container edges!!! Ahhh! Awesome awesome color grade too.

Did you network render this in 32 bit? We had a lot of flickering problems with 32bit fume when we would render over alot of comupters. If your net rendering make sure only 1 machine is rendering it in 32. 64 bit should be no problems.

JonathanFreisler
09-12-2008, 05:52 PM
yeah really nice, as depleted said it would be nicer seeing it not hit the container edges lol.

Smoke looks slightly too light which makes it look small, needs to look more like its pushing up, not floating up.

Jerico
09-12-2008, 09:58 PM
thanks dudes, you are absolutly right in terms of the container crap. for the next tests i will consider this. and the thing with pushing smoke will try too.

i have a 64bit system and didn't used net rendering because my renderslaves are bitches.
i also didn't change the color grades, i just turned on vrayGI and multiple scattering.. oh boy, that slows down.

another test, simple source, no crashs, similar rendersettings, no remarkable flickering
http://www.youtube.com/watch?v=bmWO-5UKmTY

Junaidishtar
09-15-2008, 09:47 PM
I am working on this scene file (animated airplane on a path deform) and its really huge and gigantic as compare to the grid size; every time i draw fume fx container the width and height goes to thousands and fume takes forever to calculate even on (12)steps size. i tried every process to scale down the scene( dummy linkings..sending to origin) but that doesn't work, can someone told me is there any script to scale it down properly and that doesnt mess up the geometry and animation.

andybyrne462
09-15-2008, 10:01 PM
wrong post..

andybyrne462
09-15-2008, 10:02 PM
hi guys,

i spent the last 3 days to read this thread in my breaktimes. i'm impressed by the helpful comments here and i can say that my skills just improved by reading this all.. okay, this was not so hard :)

this is an animation from today.. computer crashed 2 times (yehaw) and i cant explain myself this flickering lightarea.

http://www.youtube.com/watch?v=TxsDT3WnFLc

does anybody have an idea


Hi Jericho-
Would you mind shining some light on this set up? I've been playing around with an effect just like this and am curious how you went about it. Currently I'm using a torus with an animated scale as the object source...getting decent results, but always looking for new techniques. Thanks

Jerico
09-15-2008, 10:29 PM
hi andy,
the setup is nothing special. its a pflow-source, a certain amount of particles spawns two times horizontal.. so you have a big and a small ringwave. the rest is all about controlling the radius of the emitted particles.

@Junaidishtar: I thought FFX is not the perfect matching tool for such an animation, but if there is a solution.. tell me!

JonathanFreisler
09-16-2008, 01:34 AM
@ janaidishtar, what exactly are you trying to do? Scaling scenes is a world of pain. Even if you scale your scene, you would have to down the spacing on your FFX (to accomidate for the loss of detail), which would result in similar sim times.

JohnnyRandom
09-16-2008, 06:02 PM
Messing around with Fume and Krakatoa

Krakatoa Pass 8mb QT (http://4rand.com/TEST/Krakatoa/andFume/KRK_VaporizeMOV.html)
http://4rand.com/TEST/Krakatoa/andFume/vaporize_thumb.png

Glacierise
09-16-2008, 06:40 PM
Way to go dude. Looks neat!

grury
09-16-2008, 07:04 PM
Nice one!! How did u achieve that nice first drop?
Whats the particle count?

Cheers

JohnnyRandom
09-16-2008, 08:47 PM
Thanks:)
Nice one!! How did u achieve that nice first drop?


I used an object source, the text has a vol. select modifier and an animated noise wrapped box to delete the text mesh.

Whats the particle count?

7.5 million, frame render average at 20+-3 seconds a frame on a dual 3.0 ghz.

grury
09-16-2008, 09:12 PM
Heres a lil test of mine, used RealFlow for the rigid body dynamics and then FumeFx, PFlow and Krakatoa for dust n debris. Main render in VRay.

http://www.grury.me.uk/Block_Fracture.mp4
http://grury.cgsociety.org/gallery/

JohnnyRandom
09-16-2008, 11:44 PM
Excellent... realflow, no kidding, nice motion.:)

depleteD
09-17-2008, 12:41 AM
Very awesome tests guys. That shit was cool,

PsychoSilence
09-17-2008, 11:08 AM
Messing around with Fume and Krakatoa

Krakatoa Pass 8mb QT (http://4rand.com/TEST/Krakatoa/andFume/KRK_VaporizeMOV.html)
http://4rand.com/TEST/Krakatoa/andFume/vaporize_thumb.png

hah! nice one! is it particles falling? or straight ice cold dry ice with high time scale and tiny turbulence?

JohnnyRandom
09-17-2008, 04:32 PM
:) thanks

Timescale 1.0, animated temperature 0 to -300, very little turbulence 0.05, 0 ign. temp with low burn rate just to hold shape for a second. Here's the fume pass (the burn isn't very pretty but it works for a krakatoa pass :) )

You can see the voxelization (which is still apperant in the Krakatoa pass), had only a 32-but machine to sim it on so I couldn't really go with much smaller a voxel size without running out of memory:(

FumePass 3.0MB QT (http://4rand.com/TEST/Krakatoa/andFume/KRK_VaporizeFumeMOV.html)

http://4rand.com/TEST/Krakatoa/andFume/vaporize_fume_thumb.png

PsychoSilence
09-17-2008, 04:43 PM
:) thanks

Timescale 1.0, animated temperature 0 to -300, very little turbulence 0.05, 0 ign. temp with low burn rate just to hold shape for a second. Here's the fume pass (the burn isn't very pretty but it works for a krakatoa pass :) )

You can see the voxelization (which is still apperant in the Krakatoa pass), had only a 32-but machine to sim it on so I couldn't really go with much smaller a voxel size without running out of memory:(

FumePass 3.0MB QT (http://4rand.com/TEST/Krakatoa/andFume/KRK_VaporizeFumeMOV.html)

http://4rand.com/TEST/Krakatoa/andFume/vaporize_fume_thumb.png

j, dumb question, i could see the TETRIS-GRID :D

Glacierise
09-17-2008, 05:39 PM
A question guys, how can I change the seed of the fume turbulence? I have some large scale turb going on, I need a few variations.

JohnnyRandom
09-17-2008, 07:00 PM
Anselm, spacing to high :( I'll have to resim it when I get to my workstation.

Hristo, there isn't a way to change the seed for turbulence, AFAIK it is basically 3d procedural map driven, although you can't see the map. I suppose the best way would be to randomize the X Y Z values in the turbulence fields, using a small change, IE if the value is 1.0 randomize with 0.2.

Glacierise
09-17-2008, 07:27 PM
Yeah I know that it's a 3d noise, but that's exactly why the seed should be easy to change right? Bummer. Maybe, link everything to a helper and move the entire scene :D Thanks for the info dude. Btw, you should upload your FFX floater script to scriptspot.com, that would be nice.

Glacierise
09-17-2008, 08:07 PM
A kind of ink-in-water effect: http://cg.glacierise.com/blue_ink_in_water.avi

FumeFX and Krakatoa - awesome combo indeed!

Junaidishtar
09-17-2008, 08:57 PM
@ janaidishtar, what exactly are you trying to do? Scaling scenes is a world of pain. Even if you scale your scene, you would have to down the spacing on your FFX (to accomidate for the loss of detail), which would result in similar sim times.

my grid goes to 2000/ 4000 and sometimes 20000/ 6000 and for sake of preview i have to use spacing b.t 10 to 14; meanwhile. when i scrub the timeline it sometimes, close down max automatically. yesterday, because of the scene scale, i had to use 500 on the direction param of the emitter. one can imagine by such values the simulation will not behave correctly. the wind space warp had no affect( even on 80 value) either. so the problems are not spacings but the errors i am getting.


apart from that, can someone tell me how to achieve decent rotation on fumes, let say like PArray rotation of faces. i tried using vortex but fume didn't utilize it accurately.

JohnnyRandom
09-17-2008, 10:24 PM
Ink N' water, cool:)

specifics?

Glacierise
09-18-2008, 02:26 AM
Very simple - I feel at home with FFX now :D I made a FFX grid, adjusted gravity, buoyancy, directional and radial velocity/turb, added some turb, also animated the time scale and turb amount, and some other stuff that came intuitive. Scene is free for everybody that cares to write me a note.

grury
09-18-2008, 07:57 AM
A kind of ink-in-water effect: http://cg.glacierise.com/blue_ink_in_water.avi

FumeFX and Krakatoa - awesome combo indeed!

Pretty cool effect. I love the way it breaks up from the first burst, job well done.

Glacierise
09-18-2008, 08:23 AM
It's a bit overdone for a real effect, but it's mostly show-off anyway :D Thanks man!

depleteD
09-18-2008, 04:46 PM
that looks cool dude, I would try to get rid of that black outline from the premultiplied alpha...are u using fusion? uncheck premult/divide on the cc node maybe?

-Andrew

Glacierise
09-18-2008, 05:26 PM
Hm, that darkening where it thins out is by purpose, I made a blurred pass, and merged it over with darken. The real stuff does that too - desaturates and darkens when it dissipates. Could be different, of course.

Hordak
09-20-2008, 09:55 PM
So I have somehow gotten a really annoying problem..
Every time I simulate in fume it saves my file after the simulation. This happens even after I turned of autobackup in Max' preferences... IT TURNS THE AUTOBACK ON WHEN I SIMULATE!
And with it on, it saves every time i make a change in fume!!

Using 3ds max 2008 x64

PLEASE HELP!

Hordak
09-21-2008, 03:56 PM
well seems like my earlier problem was a bug.. had to create a new grid...:/

I have a new question though; How do I make my voxels grow with time? I have particles with a pathConstraint that follow a spline, that I want to get bigger and bigger the longer they along the spline they get.

Jerico
09-21-2008, 04:33 PM
you have to rise the radius of your particle source and/or the expansion to get a bigger bang. :buttrock:

JohnnyRandom
09-21-2008, 07:21 PM
Just an FYI the voxel size is fixed during simulation.

Hordak
09-21-2008, 07:33 PM
Well as the icon moves along the spline the particles stay in space where they where generated. I want the smoke to be small at the start of the path and big at the end of it. When i animate the radius of my Pflow Src, all the smoke becomes larger. I want it to gradually become larger along the spline... hope you understand my problem

Jerico
09-21-2008, 09:15 PM
ok, than you have to scale within pflow. ;)

age test > new event > scale

JohnnyRandom
09-21-2008, 09:22 PM
Well as the icon moves along the spline the particles stay in space where they where generated. I want the smoke to be small at the start of the path and big at the end of it. When i animate the radius of my Pflow Src, all the smoke becomes larger. I want it to gradually become larger along the spline... hope you understand my problem

I think the best solution would be just to birth more particles and spread them out at the end of the spline. Kind of faking the effect. Since really fume is age based simulation, not really thinking it is possible like it is with afterburn.

Hordak
09-21-2008, 09:46 PM
hmmm... yea.... argh! yea... guess it will be a bit more complicated than I thought, but thanks for the help johnny and for your response in other threads:)

SoLiTuDe
09-21-2008, 10:04 PM
Another option is to use a mesher, and scale the particles themselves like jerico mentioned, but use the mesher as an object source.

Hordak
09-24-2008, 12:33 AM
Thx for the help guys a mixture of your suggestions helped me alot...

Debneyink
09-24-2008, 10:23 AM
so i ran a sim last night and awoke to find it had solved 75 frames before crashing my machine... its enough so no problem, trouble is now (after a reboot) i can figure out how to reconnect the solve files so i can render, it cant seem to see them. I'm one machine and the fume files are on a external drive...

grury
09-24-2008, 10:50 AM
It may have crashed while trying to save the .fdc file. have u checked if theres one on your output folder?
It happens often, and its a pain in the neck. Not sure if is possible to rebuild that.

Debneyink
09-24-2008, 11:23 AM
yeah its there! fdc file...

hmm how to link them back up?, though perhaps im now thinking that i didnt save the very last changes to my file so even though I've got the solve, the fact that i tweaked a couple of minor things here and there... Should that make a diffence even though its solved?? (tried it with an autoback up file alas to no avail)

grury
09-24-2008, 02:05 PM
Should b able to load your sequence by going to File (on FumeFx UI) and Load Initial State.

Debneyink
09-24-2008, 02:14 PM
so it IS load initial state! in my ignorance i chose to ignore it thinking it meant something else


ta

Junaidishtar
09-25-2008, 03:04 AM
Can someone tell me how to drop down the height of the particles. i have tried gravity vector and normal gravity force but still the particles are floating in space, there is no turbulence and greater gravity parameter. i am using plane as a collision object and i have played with speed multiplier option and it didnt work as well. i want fume particles to stick to the ground and engulf into the earth quake. attached is the image.

JonathanFreisler
09-25-2008, 03:32 AM
that imagine hardly makes sense lol. Alot of things control how high you sim will rise, heat production, temperature, burn rate. But changing your boyency or gravity usually does the trick.

JohnnyRandom
09-25-2008, 03:45 AM
^agreed.

easiest way is to lower your temperature. hot smoke rises cold smoke falls :)

floopyb
09-25-2008, 09:17 AM
Can someone tell me how to drop down the height of the particles. i have tried gravity vector and normal gravity force but still the particles are floating in space, there is no turbulence and greater gravity parameter. i am using plane as a collision object and i have played with speed multiplier option and it didnt work as well. i want fume particles to stick to the ground and engulf into the earth quake. attached is the image.

I found rather than temp to use a smoke density from your source of 200-2000 and then setting the rendering opacity to .01 - .001
Denser smoke is affected by gravity more and is less likely to rise from other forces.
Of course set the temp to 0 too :)

pauldublin
09-26-2008, 02:35 PM
Hi guys,

We purchased Fumefx today, I was wondering should there be a specific fume shadow for rendering with lights, if so where can I find it?

Hope you can help,

Cheers

Paul

JonathanFreisler
09-26-2008, 03:03 PM
hi paul. Welcome to fume lol.

in your light > shadow parameters > atmosphere shadows - needs to be enabled. Also shadows needs to be on (shadow map, AB shadows, Vrayshadow ect) and the light needs to be added to the illumination list in fume. Also in fume > rendering > smoke - tick cast shadows and receive shadows. I may ahve forgotten a few things, but that should be the majority of it. Main thing is to enable atmosphere shadows in your key light.

pauldublin
09-26-2008, 03:59 PM
Hi ,Jonathan

Thanks for the quick reply, you mention AB shadow, that isn't in my rollout. Any ideas what's up?

JonathanFreisler
09-26-2008, 04:07 PM
Ah sorry, AB is an abbreviation of afterburn. Another product by sitni sati, you can only set it to afterburn shadows if you have afterburn. Which it would appear you don't lol. I'm not sure what other types of shadows it supports (MR ect) as i use vray > < but i know those two play very nicely!

Glacierise
09-26-2008, 04:22 PM
AB Shadows should be in FumeFX since 1.1, I think.

JonathanFreisler
09-26-2008, 04:25 PM
yeh i did think that, but the fact he cant find them made me doubt my self @_@. Unless he has an older version of fume

Hordak
09-28-2008, 12:49 PM
Hi.
Is there a way I can make my fume simulation to start from a certain pflow event start?

hope you understand the question

JonathanFreisler
09-28-2008, 01:20 PM
sure is. (if you have ab, unless this also shipped with fume)

Add a Pflow-ABurn op into the event and wallah, an icon will be placed into your scene and add that to fume as a particle source.

OutCold
09-28-2008, 02:15 PM
Im having problems igniting the flames at a certain part in the animation, i got a comet coming in from space with an icetail made with fumefx smoke and at a certain frame further into the animation i want it too ignite into flames as it hits the atmosphere of the planet.

I set the temp and fuel too 100 at the frame in question but im not getting any flames from that frame out, its been a while since i did any fumefx work so i might just be missing a simple tune in the sim panel..Anyone know what im doing wrong?

JonathanFreisler
09-28-2008, 02:32 PM
is fire dsabled in rendering? if fire is disabled you wont get fire no matter how hard you try with settings. You can turn it on, then animate the opacity or set up another system just for the fire. Theres a few ways to go about it.

OutCold
09-28-2008, 02:35 PM
Do you mean in the export channel or do you mean in the simulate fuel settings? or somewhere else maybe? i got both those turned on, and im getting the correct expansion on the smoke where i set it too expand with flames, but still no fire

JonathanFreisler
09-28-2008, 02:37 PM
sorry forgot to specify. In your fume > rendering tab > fire (enabled or disabled?)

OutCold
09-28-2008, 02:46 PM
HELP! FIRE!! ;) Thnx man , i knew it was somkinda little tune i forgot!

pauldublin
09-29-2008, 02:51 PM
Hi people,

I'm only new to Fume, just wondering does anybody know is there any tutorials/tips on creating an explosion like this:

http://ca.youtube.com/watch?v=KaG24xMQDYQ&feature=user

I think it looks pure class!

JohnnyRandom
09-29-2008, 04:32 PM
^You can ask Lasse in person, he frequents this forum/thread:)

The basics of it are all about keyframes. Key your burn rate & expansion, you can obviously get way more elaborate with it but that is where you start.

Debneyink
09-29-2008, 04:36 PM
yep hes the man..

olipoli1
09-29-2008, 05:15 PM
Hi guys

could somebody tell me which release of AB works with fume 1.1? Somehow our 3.2 c dose not cooperate with fume 1.1... THX

dementol
09-29-2008, 05:22 PM
Hi guys

could somebody tell me which release of AB works with fume 1.1? Somehow our 3.2 c dose not cooperate with fume 1.1... THX

4.0 works just fine

Debneyink
09-29-2008, 05:27 PM
AB 4 to my knowledge 3.2 was out before fume existed i think?

pauldublin
09-29-2008, 05:38 PM
Cool thanks, yeah I had a look at the rest of his Youtube videos, his Fume stuff is amazing

JohnnyRandom
09-29-2008, 07:06 PM
Originally Posted by olipoli1
Hi guys

could somebody tell me which release of AB works with fume 1.1? Somehow our 3.2 c dose not cooperate with fume 1.1... THX


3.x and older use the Afterburn renderer, 4.0 uses the FusionWorks renderer which is also part of FumeFX 1.X.

olipoli1
09-29-2008, 11:33 PM
OK thanks I didnt us AB before just wanted to try since we have it but no one cared to upgrade I guess...

JohnnyRandom
09-29-2008, 11:52 PM
One nice thing, you can still use the AB 3.2 pflow operator with FumeFX as it is not dependent on the atmospheric renderer.

olipoli1
09-30-2008, 01:13 AM
wow great to know because that was the primary reason I needed it to work. I never tried if the operator worked because if I installed fume and AB in any order, when max starts it says it can not load the ab plugin.

JohnnyRandom
09-30-2008, 03:44 PM
I was not able to get AB 3.2c to work either, I do however have AB 3.2a working with FumeFX 1.0 on max8 if that is of any help, max9 and above all have AB 4.0 and Fume 1.1.

pauldublin
10-01-2008, 11:29 AM
Hi,

I'm trying to find tutorials on Fume, just wondering is anybody here a member of cgfluids and does it have many or any tutorials posted up?

thanks,

Paul

Glacierise
10-01-2008, 11:44 AM
Get Allan's DVD from Turbosquid : http://www.turbosquid.com/FullPreview/Index.cfm/ID/384802

pauldublin
10-01-2008, 02:07 PM
That's great thank you,

Does cgfluids have tutorials though? I've signed up but can't login for some reason

CapitanRed
10-01-2008, 02:17 PM
it has not real tutorials how you would know from Allan Mckay, but it has a lot of information which is really important when working with fume. especially in combination with particles.

to get acces to the fume area, you have to send a mail to cgfluids@cgfluids.com (http://forums.cgsociety.org/cgfluids@cgfluids.com) with your nickname and fume serial I think.

LD50
10-01-2008, 06:49 PM
There are a very few tutorials and scene fiiles on the net, we tried to make a list of them on fumefx.org in the tut section but i guess the best deal for a beginner is Allan´s DVD like Glacierise said. greetz

TwiiK
10-02-2008, 09:17 AM
To me it seems a lot of people recommend Allan's FumeFX dvd just because it is the only one out there.

I've seen many of Allan's tutorials and his fumeFX dvd is not his best work. In my experience I didn't learn more from that dvd than I already had from just playing with fume for a couple of days.

I expected something equally awesome as his Afterburn Masters 2 - Fireball dvd, but instead it shows no real effects, just tests of different fume properties more or less.

If you really want a training dvd for fume then go for it, but I just think that money is better spent elsewhere.

LD50
10-02-2008, 10:46 AM
I understand what you mean and i think your right people recommend it cause its the only one but look at the price i guess 60 bucks for this dvd isnt the world! And at least for me it was a quicker start with fume than testing everything out myself. But hey different people different opinions ;)

JonathanFreisler
10-02-2008, 11:19 AM
Heckyes you can self learn, most people do. I guess watching as much training material as possible builds your skills, or confirms what you already know (which is a good thing when you can go 'well i know how to do that'). Even if you only get a few things out of the training material. Allan's tuts are great for beginners. And if your not willing to spend the $ theres a bunch of free ones on his website which are good fume introductory. Fume like most things is one of those things that comes best playing around and doing heaps of RnD and test. But yes, buying the training material is 100% up to the individual, what did you hope Allan's fume dvd would cover more that it didn't?

EricTT
10-02-2008, 01:11 PM
I use fr GI to render Fumfx,the last block take too long time so I must force to close my max,I use max9 and fumefx1.1,do you have the same problem?

Diependaal
10-04-2008, 11:00 PM
I want to make a vfx shot, where a atomic bomb explodes in the city where i live in.

But now i have afterburn, and fume, but i would want to make the nuclear explosion with fume, but i find it hard to get it done, especially a thick stream up, and a nice thick mushroom cloud.

i wanted to use fume, because its more dynamic/ fluid like, and thought would make a better simulation, and something less rigid than afterburn.

But now how do i get nice thick clouds with fume, with nice texture.. in afterburn thats a lot easyer to do. But how should i aproach it with fume??

Glacierise
10-05-2008, 05:06 PM
I'll make a Fume nuke vid tut next week ;)

Aldarion
10-05-2008, 07:18 PM
I'm looking forward to that. VERY much. *continues lurking in the forum shadows*

LD50
10-05-2008, 08:14 PM
Hristo the new tut master, btw still waiting for that Rayfire + TP tut ;)
Just jokeing, its worth every minute i wait ;) Thanks for your support mate!

Glacierise
10-05-2008, 08:40 PM
Dude I'm finishing my old job now, so I am very busy now, but it will be over in a few days, and the tuts will all come, don't worry ;)

Another thing - do you guys use the fume channel renderer to render mattes for your elements (smoke/fire)? I tried that, looks quite cool.

LD50
10-05-2008, 10:31 PM
Hey Hristo as i said just joking! I appreciate it very much what you do for the community, so no worries at all! Take the the time you need and im looking forward for the new tuts. Thanx!!! greetz timo

Diependaal
10-05-2008, 11:06 PM
I'll make a Fume nuke vid tut next week ;)

i will take you up on that, ;) hope to see it next week, would be nice to have something like that done in fume as a reference and tutorial.

JonathanFreisler
10-05-2008, 11:37 PM
Another thing - do you guys use the fume channel renderer to render mattes for your elements (smoke/fire)? I tried that, looks quite cool.

yeh i do - whats cooler than render passes. Sometimes i think things look better as render passes lol.

JonathanFreisler
10-07-2008, 02:07 PM
ah poo, my max is crashing anytime i preview out of fume - which i need. hasn't ever done it for my entire fume life and only started today. i need it now more than ever lol, anyone have his problem before.

JohnnyRandom
10-07-2008, 08:24 PM
Max/Fume version? any new software updates, ect.?

JonathanFreisler
10-07-2008, 11:29 PM
max 2009 - sp1, fume 1.1. Nah, no new software updates i did, unless windows did something odd. I just went to preview, then it crashed. So opened again, previewed, crash. Reset, rinse and repeat. Crash. Doesnt do it on the file when im at work... so has to be my max at home. And never even previews the first frame, thats when it crashes.

JohnnyRandom
10-08-2008, 12:30 AM
OS Vista at home?

JonathanFreisler
10-08-2008, 08:51 AM
yes sir. its probably some security thing to the file right? ill have a look see.

JohnnyRandom
10-08-2008, 05:01 PM
I think it has more to do with the codecs installed with Vista, the preview uses Microsoft Video 1, AFAIK it isn't installed with Vista...

For Vista 64 you need to find Microsoft Video 1 codec that was a default codec (along with Cinepak) on previous OSes. If user does not have it, nothing can be encoded.
We will fix crash in next update.

Regards,

Kresimir

ammar3d
10-09-2008, 07:18 PM
really sorry :)..

SoLiTuDe
10-09-2008, 07:34 PM
hi guys :wavey:

plz how I can activate fumefx crack on vista x64 :) I had try more times but failed :banghead:

sorry about my bad English :cry:

There is zero tolerance here for software piracy. You'll be lucky if a mod doesn't ban your account for asking this.

ammar3d
10-09-2008, 08:06 PM
OOH Am so sorry about that mistake ...

JohnnyRandom
10-09-2008, 08:56 PM
^Don't be sorry, do the right thing, support your industry, go here (http://www.afterworks.com/store.asp)

depleteD
10-09-2008, 11:26 PM
SHREK80- Get a trail version dude.

nitrocom
10-09-2008, 11:52 PM
Haha :) Funniest thing that I've ever seen today, crack discussion on cgtalk :)

Debneyink
10-09-2008, 11:54 PM
Yeah get a demo alot wiser...plus if you dont know it you might be better off learning it before you purchase.

A little off subject but are you an animator in Iraq? if so how is the industry over there?

depleteD
10-10-2008, 12:10 AM
Well I think cracks are everywhere everyoen does it, its just depends how they are used, if your not makeing any money and it is strictly for educational purposes I dont see anything morally wrong with that, cause there is a high chance the person that does that is going to buy the software or worksome where and encourage to purchase licenses....

But when cracked software is used on commercial projects....that is bullshit.

JonathanFreisler
10-10-2008, 12:37 AM
ahaha, i laughed when i first read his question, laughed even more when i read the replies.

i agree with andrew, i think most of us do, just no ones going to admit it.

anyway back to fume, thanks johnny random, im sure ive got klite codec which would include those codecs, ill have a check when i get home from work. ITs bloody hard to work in fume wiht no preview ability @_@