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Old 04 April 2007   #31
Originally Posted by jigu: though i have one question : there are many plugins which do fluid stuff in 3ds max.. one thing is common that all needs to run simulation to generate fluid motion from their own particle system. so is there any specific approach that fluid application uses their own particle system and needed to run simulation? Is it becoz of pflow doesn't have operator which can simulate fluid motion or is it becoz of deflectors or spacewarps limitation?
please excuse me if this question sounds dumb!



No question is dumb! There actually AREN'T very many fluid plugins for max... basically just fumefx and glu3d with realflow having an import plugin.... pflow for instance does not have the dynamics solvers built in to handle particles properly/realisticly interacting between each other to mimic fluids the way glu3d or realflow does. Glu3d and Realflow use a particle based system where each particle is aware of each particle around it... Fume actually does not use particles, rather it uses a grid of voxels that have values that propagate through one another, kind of like a particle would push another one next to it in a sim like realflow: except in fume you have a voxel sending information like velocity and temperature information into the next voxel.

Generating "fluid" motion from pflow isn't really the same as fluid dynamics when you start using space warps and such because each particle is it's own entity unaware of the one next to it. Even using the keep apart operator and even with box3 writing an operator that can do that more accurately still isn't the same as a fluids solver. ...hopefully soon though with maybe box 2, pflow will have some of the added physics stuff (like thinking particles) but that's a whole different topic almost.

Hope that explains it a little bit... this is a very dumbed down version, but should give a basic understanding I think.
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Last edited by SoLiTuDe : 04 April 2007 at 06:00 AM.
 
Old 04 April 2007   #32
Sitni Sati Releases FumeFX 1.0a

Sitni Sati Releases FumeFX 1.0a today.

Check your accounts.

Updates + two free simulation licenses.

Sitni Sati rocks!

-John
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Old 04 April 2007   #33
Time for a happy dance! Couldn't have come at a better time!
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Old 04 April 2007   #34
sweeet. thanks for the heads up. not sure why i didnt get a update email or somehting
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Old 04 April 2007   #35
I don't think anybody got an announcement. Looks like they added that ram usage thing though which is nice. Hopefully they add a release doc for it soon so I can see all of what was updated.
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Old 04 April 2007   #36
Hi,

anyone having problems with this update?

I get a duplicate plugin ID error when I installed it, but I can't seem to track down what is causing the problem (this is Max 8, and I have Dreamscape and Afterburn on the same machine)

Thanks,

Steve
 
Old 04 April 2007   #37
which plugin file? ...i accidentaly installed the sim only one and that caused a dup. id on my machine, so I deleted that folder (installed to a dif. folder) and installed the FULL one instead, and now it works fine.
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Old 04 April 2007   #38
Hi,

it's Afterworks.dlu.

Although Fusionworks also throws up an error if you keep clicking OK.

Uninstalling FFX doesn't seem to make a difference, afterworks.dlu is still giving a duplicate ID error.

I tried the ver 9 FFX and that works great (I think it has a different installer though)

I've e-mailed Kresimir - hopefully we can sort it out tomorrow. Luckily I'm not doing anything at the moment that requires those plugins, and there's always 9.

The new update certainly seems to be a lot nippier at calculation on my dual Xeon - I'd love to see it on an 8-core machine

- Steve
 
Old 04 April 2007   #39
I remember there being some wierd issues with afterburn and dreamscape -- but all updates should have fixed that, and fume should really affect either of those... unless there is actually two of the file somewhere in there. Double check all of your plugin folders (even though I'm sure you have).

Yeah I noticed a speed increase, and now with the sim licenses I can sim over on a much faster computer.

--Ian
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Old 04 April 2007   #40
yea i was testing the demo for them at work and i was getting the same issue duplicate ids. once i got it working it was fine for about a day and a half i was testing a sim it was done i had something else to do so i shut max down when i went back to max afterburn lic was totaly ****ered emails went back and forth and i needed more ab then fume so fume had to go. -Jeremy
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Old 04 April 2007   #41
Afternoon boys. Sorry I haven't been able to post up an example explosion scene due to work/school + trying to get one to look better. One a more larger scale, however, I've been creating a nuclear explosion for a friend of mine. I've been having some trouble getting more 'bulbousness' of the cloud shape. So I pose this question to ye of higher fume learning, how does one make this look more nuclear explosive-like. The scale is rather large, but the look of it makes it seem smaller and more liquidy.

Here's a screengrab:

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Old 04 April 2007   #42
To go along with Crytite's question above, I am using his nuclear simulation to run particles through the fluid. I want to run particles through the fluid, but it will not let me. I think I have done everything I'm supposed to, but I'm not sure.

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Old 04 April 2007   #43
PixelMagic: Make sure fume is exporting velocity info too... in the general tab --> exporting channels.
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Old 04 April 2007   #44
what was the sim times on that?
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Old 04 April 2007   #45
Originally Posted by feldy: what was the sim times on that?


On my computer, about 3 hours.
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