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View Full Version : anyone how to do smoke FX like this ?


pingkeat
01-03-2011, 05:07 PM
hi~can i know how to do this smoke FX on the surface ,similar like this reference?thx

http://1.bp.blogspot.com/_ITXfTDtHLkE/TSIEobYHrYI/AAAAAAAAAII/8RVn2DAt7IM/s1600/Picture%2B008.jpg

http://1.bp.blogspot.com/_ITXfTDtHLkE/TSIFX_7ZdDI/AAAAAAAAAIQ/eqMCe1xwOdo/s1600/Picture%2B010.jpg

particlefx
01-04-2011, 02:27 AM
Fumefx and Krakatoa will get you the same look.

pingkeat
01-04-2011, 02:32 AM
im not experience at 3DMaxs but i will try it~
but problem is how to apply on the surface? i tried maya before. i render the 2D fluid then texture on the object but i looks fake and flat.do you have experience on that? thx

particlefx
01-04-2011, 04:59 AM
Hi,
In maya fluids,U need to emit fluids from the surface.3d fluids is opt for this.
If you have maya 2011 it would be better.
But u need high resolution to achieve this.

damkhuman
01-04-2011, 05:35 AM
try using zFluid plugin.. here's an example link below:
http://www.youtube.com/watch?v=VawnwbKBog8&feature=related

thomashullin
01-04-2011, 01:27 PM
Or you can try simulating a 3d fluid and then advect a lot of particle on it.

ganzo
01-04-2011, 07:28 PM
That has been done quite successfully:
Psyop - Smith & Nephew (http://www.psyop.tv/o.php?id=83%7C0)

You would use a combination of 2d and 3d elements to get that look.

republicavfx
01-04-2011, 08:16 PM
or if you dont need to move the camera too much, a trick ive used is to use a VERY hi res 2d fluid. like 1000x1000 then use a bitmap brush to paint a hi res image of smoke or fluid to paint what becomes like the initial state then simulate as normal. its not that slow and you get some cool shapes...but ...u dont get to move camera too much

actually i did a coffee commercial where the director wanted directable smoke with resolution like youve got in those images and the technique I described didnt cut it cause all the shots had paralax.

we ended up shooting smoke full HD and making seamless loops and positioning on deformed geometry with alpha

now that i look at it again way less detail than your image but it still looks pretty realistic and it rendered like in real time lol

http://www.youtube.com/watch?v=t_B9Hpix-wA

pixelranger
01-04-2011, 08:38 PM
live action element plates FTW!! :)

@blade33ru: hehe now that I think back I did the same thing once, in a commercial (http://www.toxic.no/work/bravida.toxic) (00:27). Didn't look as good as yours, though.. Looking back we should have blurred the edges a lot more..But a LOT of camera moves and parallax hehe. But yours was very nice!!

republicavfx
01-04-2011, 09:07 PM
very nice piece and the smoke looked pretty good to me ,)

pingkeat
01-10-2011, 02:33 PM
thx your suggestion~ i tried it but i cannot control the fluid direction and the size is limited??
the fluid keep moving up?im try to control it to move X axis .

try using zFluid plugin.. here's an example link below:
http://www.youtube.com/watch?v=VawnwbKBog8&feature=related

pingkeat
01-10-2011, 02:35 PM
same way with maya render with alpha and texture on the surface?do you have the tutorial similar with that looks like?thx

Fumefx and Krakatoa will get you the same look.

pingkeat
01-10-2011, 02:36 PM
sorry..can i know what is mean for advect?


Or you can try simulating a 3d fluid and then advect a lot of particle on it.

pingkeat
01-10-2011, 02:37 PM
yes!!this is what i want similar looks like~ thx

That has been done quite successfully:
Psyop - Smith & Nephew (http://www.psyop.tv/o.php?id=83%7C0)

You would use a combination of 2d and 3d elements to get that look.

pingkeat
01-10-2011, 02:39 PM
yes!actually the smoke is comes out from the mirror so the camera locate beside of the mirror so u can imaging is 90 degree so i think i mostly use 2d fluid and texture on the surface




or if you dont need to move the camera too much, a trick ive used is to use a VERY hi res 2d fluid. like 1000x1000 then use a bitmap brush to paint a hi res image of smoke or fluid to paint what becomes like the initial state then simulate as normal. its not that slow and you get some cool shapes...but ...u dont get to move camera too much

actually i did a coffee commercial where the director wanted directable smoke with resolution like youve got in those images and the technique I described didnt cut it cause all the shots had paralax.

we ended up shooting smoke full HD and making seamless loops and positioning on deformed geometry with alpha

now that i look at it again way less detail than your image but it still looks pretty realistic and it rendered like in real time lol

http://www.youtube.com/watch?v=t_B9Hpix-wA

pingkeat
01-10-2011, 02:41 PM
this is my frist test~

looks ugly but is just a good starting point for me.
because the shot i have to do is the smoke comes out from the mirror so the camera locate at beside of the mirror so is 90 degree . so i would create 2d fluid and render alpha and texture on the surface.

http://vimeo.com/18533422

republicavfx
01-10-2011, 06:33 PM
thats cool. but what i was trying to say was this:

find a picture of very cool smoke high resolution.
something like this: http://www.gettyimages.com/detail/98108430/Photodisc

make an alpha in photoshop. then in use this new image as a brush in the 2D paint fluids tool. paint the smoke image as fluid density. now you have cool voxel smoke already exactly as the image.

make the fluid simulation and that image of smoke is now dynamic.

SebKaine
01-13-2011, 07:06 AM
well if it's for pro work and you need great result, i would make a footage library myself.
- try to find a small aquarium or a tank fill of water, put in front of a white sheet. Fill it with black ink and shoot this with a canon 7D or 5D mount on tripod.
http://www.gettyimages.com/detail/77330460

- in the same idea take a black sheet and shoot smoke cigarette swirl.
http://www.gettyimages.com/detail/is_3859573/Photodisc

like said previously you can use deform and animate geometry textured with your footage.
you can combine this with 3D technics. To get this nice swirl you'll need fluid velocity info.
so i will try this in 3d
- create a first particle shape that create the velocity inside a fluid, ( the particle create the velocity) you can also emit the particle from the body of your character. (or you can use a motion field to do this but you have to make a directional stuff...).
- make adjustment to your fluid add some swirl and little damping
- then create an other particle shape and select the fluid as only influence put the conserve to 0.
with trial and error you will get the particle that follow fluid swirl. then use the hardware render buffer with motion blur to render them, and you will get some krakatoa look.

and the big part will be to mix all this at comp time ! good luck !

or in fact for the easy way you can use max and krakatoa !

EDIT :

i forgot to mention this great making of the psyop commercial
http://vimeo.com/4714082

Aekon
02-04-2011, 09:51 PM
where does one download zFluid?

ArianTibbs
02-09-2011, 04:48 PM
where does one download zFluid?

Same question.

bjohnston
02-09-2011, 05:39 PM
Why not just drive particles with a fluid with forward advection. One doesn't really need Zfluid? (It's also kinda limited).

pingkeat
02-13-2011, 03:46 PM
zfluid is alot of limitation. where i find it the plug in at heroturko ,i think 3dmax to do such that effect is much more easier than maya and fast to get that result

pingkeat
05-07-2011, 04:34 PM
SebKaine

the making of smith & nephew is awesome!!

but i wanna ask that 0:20 that breakdown. that left up corner's smoke how to do it? it can emitter some part and not all i tried before but can 't how to do that???

PerfectLine
05-09-2011, 06:28 PM
Seriously, where do you get zFluid?

I had never even heard of it before this thread and the tutorial is like a year old.

pingkeat
05-10-2011, 04:57 AM
because i am still doing my project will be end in next 2 month, ya this is old because i have to done my project in 1 year ==..... my school's system problem don like my school i din't learn somethings mostly is explore our self. the zfluid is my friend gave me if u want i can send to u but i need to check whether got or not ..my too good of that plug in because the function is limited

SebKaine
05-10-2011, 06:51 AM
those smoky look can definitly be achieve in maya without zFluid or Max
- you need to emit particle from your character
- to add some randomness you can emit those particles from a 3D volume noise texture with slow anim on the texture time.
- you create a fluid box that match the bounding box of your character and click auto resize
- you orient the box in opposite direction of the movment of your character
- you put a high density buoyency and high disipation you activate high quality velocity solver
- you had swirl and velocity noise
- you influence your particle with your fluid with a conserve at 0
- you render those as point with motion blur in hardware render buffer
- you make many different layers with various seeds and you compose all

you can also compute some fluid swirl in mental ray to compose both grainy hardware buffer stuff and soft fluid pass, the mix will be nice. it will give you the same quality you have in the psyop video.

you need to keep in mind that even if maya is not as good as krakatoa, you can achieve your goal by combining many pass together ... it will be nice , even if its not exactly a krakatoa render ...

cheers

pingkeat
05-10-2011, 04:53 PM
SebKaine (http://forums.cgsociety.org/member.php?u=204721):

HEY~ THX DUDE~ you explain really details~ better than my lecture XD. i try to achieve it.~

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