View Full Version : Using specific PFlow events with fumefx
surfrider67 01-30-2008, 12:59 AM Hey guys, I'm using Pflow to push a fumefx animation and I think I'm missing something simple.
I don't want the fumefx puff to be visable/used on the first (birth event) of my multi-event pflow.
How do I tell/stop pflow from calculating all the events and only work on specific ones of my chosing? It's possable right?
Thanks in advanced!
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JohnnyRandom
01-30-2008, 09:49 PM
You have to use the afterburn operators in the specific events and then add those operators to your particle source. That is the only way to do it as of this release.
surfrider67
01-31-2008, 11:00 AM
Afterburn operators for FumeFX? What do you mean by " in the specific event" and " in the Pflow source". I thought you had to add an AB Op for size and rotation control only, besides that's only for AB puffs, right?
Actually, I think I just figured it out while typing. I think you just have to put a Render Op (set to None or Geom) per event. Hmmmmm, I'll be back...
Thanks for your imput!
JohnnyRandom
01-31-2008, 05:49 PM
The afterburn operator just happens to work with fumefx. It is a workaround.
Every node is an event, You have your render node node usually labeled "PF Source xx" then you have your birth event usually label "Event 01", ect., ect.
When you setup your fume you need to have a source helper right? in this case it would be a particle source helper. You need to assign a particle system to that particle source helper so fume knows what to emit from.
...and " in the Pflow source".
The particle source not refering to Pflow but fumefx.
Actually, I think I just figured it out while typing. I think you just have to put a Render Op (set to None or Geom) per event.
Not sure what you mean here but...
Fumefx has really nothing to do with the viewport visibility of your flow. you can't see it in your viewport, only through the preview window, a render, or Bobo's Volume Preview Script (http://www.scriptspot.com/3ds-max/volumepreview)
surfrider67
01-31-2008, 07:58 PM
Yeah! that's it! Thanks for all the help and work that went into that second reply. The thumb nail did it. I just could'nt wrap my head around using the AB Op just like in AB for Fume. Never heard of that work around. I was like- this guy thinks I'm talk'in -bout AB!
Have a good one...
circusboy
07-29-2008, 09:28 PM
This trick works great. But backburner caches don't output correctly with it.
No matter what I only get 1 kb .fxd files written.
If a swap in a full PF source then i get proper output
(but not the islolated event I wanted).
Anyone get this to work with backburner?
Before you ask non-backburner caches with the ABurn as a particle source does work.
But there is an odd refresh unless you return to start frame (of the scene).
circusboy
07-30-2008, 08:13 PM
Have a workaround.
Use the Mesher tool –have Max creat a mesh out of the particle geometry-
So with that you can
-isolate which event the Mesher reads
-now use an object source instead to drive FumeFX with the Mesher result as the Object
-The mesh needs to be visible to emit properly.
Once you are happy with the cache however hide the Mesher from rendering-the fastest way for that I found was to disable the PFSource (Hiding the Mesher alone wasn’t quite enough).
Meanwhile backburner does generate correctly FumeFX with the object source derived from the Mesher result.
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