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Old 12-13-2012, 06:49 PM   #1
omid1366
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problem in fumeFX+PFLow

hi guys . I want to create a scene like this :

https://vimeo.com/6794856


I think that this scene is made from FumeFx+PFlow+karakatoa .
The problem is : I want that an object convert to particle and move like ink in a wavy path(or any specific path) and then morph to another object .
I know that I can morph object via "find target" and "lock/bond" operator ,
but I don't know how to involve FumeFx to have effect like shown in video above .
plz help me.
 
Old 12-17-2012, 09:45 PM   #2
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The easiest way i can think of is to bake the particles animation and then use the morphing
objects as emitters in FumeFx (emit smoke only).
In PFlow then use FumeFx Birth, to create particles from the smoke and FumeFX Follow to make those particles stick to the smoke. You can then render the particles in Krakatoa.
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Old 12-18-2012, 10:14 AM   #3
omid1366
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I Created the morph effect via particle ,then use a ParticleSRC in fume fx and export the smoke and velocity channel in FumeFX, after that I use a "FumeFX Birth" and "Fume Follow" in PFlow,
but the problem is : the smoke didn't follow the particle to target object !! They just reached to Target Icon, not object
I also used a "find target" and "lock/bond" operators too.
 
Old 12-18-2012, 02:17 PM   #4
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The problem with using ParticleSrc is that it does not use the particles shape, but it's pivot.

To get the smoke follow the target object you need to export those particles as meshes and then use ObjSrc in Fume.
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Old 12-18-2012, 08:10 PM   #5
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could you tell me how to export the particle to meshes ??
Should I use "Export" in Application menu ??
 
Old 12-18-2012, 08:26 PM   #6
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In Create tab, under Compound Objects you'll find Mesher.
Create one in the viewport and select the PF source. You can then add the Mesher to the
Fume ObjSrc.
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Last edited by orthoma : 12-18-2012 at 08:34 PM.
 
Old 12-19-2012, 07:21 AM   #7
omid1366
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This is a very good solution , but here comes another problem, I cannot render the meshes in Karakatoa
 
Old 12-19-2012, 08:50 AM   #8
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You can render passes.
Render your meshes in mental ray, v-ray or whatever renderer you use.
Then you can use Krakatoa to render just the particles from PFlow.

You can combine those passes later in Nuke or After effects. It's much more flexible.
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Old 12-19-2012, 08:50 AM   #9
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