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dim1984kimo
10-23-2009, 07:03 PM
hi,

http://vimeo.com/7216387

I made it recently, and I learn a lot in this case. Just share my experience here.

Here I introduce my workflow simply.

1. I made model, texture, animation in maya, and I use maya particle to be a base of fx.
2. These particle and model will be transfer to realflow, and be modified them in realflow with a newe liquid simulation.
3. and transfer these new particles to 3dsmax, here I use FumeFx, and these particles will be emitters to make fire fx.

Maya fluid is a great simulating engine, but when I simulate something like fire and smoke, fumefx give me a better resolution. If I wanna make cloud and lava-like fx, I'll tell you maya is better. The truth I realized is what I just say, maybe multi-platform work is not a bad way to complete our work. That's off.

I will continue share my experience, welcome to discuss with me.

stooch
10-23-2009, 08:29 PM
the smoke looks good but the fire itself doesnt.

check out viks flamethrower test, maybe use that for fire, seems like quite a convoluted pipeline for the results though.

dim1984kimo
10-24-2009, 09:30 AM
hi,

Thanks for your comment, actually I really focus on smoke. I'll set my target to make better fire next time.

http://vimeo.com/7221394

here is another example, that's why I wanna render in max. I saw this great render method called Krakatoa, it renders a great resolution for particle and really faaaaaaast!

I just render particle and plan to use it in final composition.

:blush:

Aikiman
10-25-2009, 08:29 PM
You're getting some nice results there, but as mentioned the pipeline is a bit convoluted. You have to realise that not everybody has access to several pieces of software at the same time. Im just waiting for an upgrade with nFluids and nMR to produce up-resing fluids and multipoint particle rendering (that has nore options than the current multi-point).

Do you think i will be waiting very long? ;)

stooch
10-25-2009, 11:39 PM
You're getting some nice results there, but as mentioned the pipeline is a bit convoluted. You have to realise that not everybody has access to several pieces of software at the same time. Im just waiting for an upgrade with nFluids and nMR to produce up-resing fluids and multipoint particle rendering (that has nore options than the current multi-point).

Do you think i will be waiting very long? ;)

i want some of these in maya

check out the real time fluid smoke...

http://www.kunzhou.net/#renderants

Aikiman
10-26-2009, 01:18 AM
i want some of these in maya

check out the real time fluid smoke...

http://www.kunzhou.net/#renderants

Damn this Im learning C++, see you in 2 years.

stooch
10-26-2009, 02:30 AM
Damn this Im learning C++, see you in 2 years.

LOL im there with you man. although in 2 years fluids will be pretty much nailed down (i hope)

Aikiman
10-26-2009, 04:57 AM
LOL im there with you man. although in 2 years fluids will be pretty much nailed down (i hope)

Let me get this off my chest right now.....ROFL @ Autodesk setAttr -workability 10/10; currentTime -edit "24 months" fluidShape1;

ahhh thats better, that cynicism never stops growing!...now where were we?!
Back to topic...its great seeing that stuff, the Asians (excuse my generalisation here) really get their teeth into CG development, they keep pushing the boundaries. I see some stuff he developed for Weta there also.

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