USing fuem fx as a Matte object?

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  04 April 2013
Question [Krakatoa] Using Fume FX as a Matte object?

I'm trying add some particles during an explosion in my scene, i am using fume fx to render the smoke and fire separately and add the extra particles in a separate render using krakatoa and i was hoping i could use the fume fx as a matte object? i've tried simply adding them as a matte objects but i see no change in the actual render.

Last edited by shadowst17 : 04 April 2013 at 08:23 PM.
  04 April 2013
No promises but you could try wrapping a PRT FumeFX with Frost and adding the Frost object as a matte object.

Of course getting the meta-mesh a perfect match with the Fume fluid would be pretty tough at the very least you should be able to get a decent garbage matte.
poof ~>Vimeo<~
  04 April 2013
You can also use the FusionWorks Z Depth Render Element to output a Z-Depth pass from Fume, then load that in Krakatoa as "Initial Depth Map Matte Sequence". Enable the >Save Multiple Layers option and you will get two passes of Krakatoa particles - those in front of the FumeFX rendering, and those partially or fully occluded by FumeFX.

Then composite the Foreground particles (Krakatoa RGBA pass) over the FumeFX pass, and that over the Occluded (background) Krakatoa pass. The FumeFX pass will reveal the particles behind it according to its Alpha channel, and the foreground Krakatoa particles will appear in front of the Fume rendering... It won't be exactly correct because a particle in the middle of the FumeFX cloud will appear to be fully BEHIND it, so no deep compositing results can be expected...

Be sure to use the latest Krakatoa 2.1.8 build as there might have been some bugs in that code in previous versions...
  04 April 2013
That is worth its weight in gold! thanks Bobo
poof ~>Vimeo<~
  04 April 2013
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