FumeFX

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Old 07 July 2016   #5941
Thanks for the screenshot. Seems super simple but I cant seem to get it to work. I have tried setting the smoke color source from gradient to grid . I have tried putting the the data op in different events still no luck
 
Old 07 July 2016   #5942
Maybe Simulate Color channel in Sim tab wasn't turned on?

Here is a max2016 file to play with:
max file
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Old 07 July 2016   #5943
Got it! simulate color was on. The issue is when you pick your pfsource you have to pick all the events and not just the engine ie PF source 01 you have to pick events as well. PF source 01 ->event1 etc, Thanks for your help.
 
Old 07 July 2016   #5944
Hi

As with the colors is it possible to send direction vector information from Pflow to fume fx. I am trying to create this effect, but I have a few streams of particles travelling on the surface and I want the smoke to follow this motion rather than go straight up.

http://www.afterworks.com/fumefx/Sources.asp?ID=8

Last edited by zoubein : 07 July 2016 at 02:26 PM.
 
Old 07 July 2016   #5945
Video example from afterworks website uses map to control direction. You can add colored map in to Velocity, Directional map slot, where Red color will move fluid to X direction, Green - Y and Blue - Z.
Or there is a cool example in help file how to use FFXVertexPaint modifier.

Making additional velocities from particles in easy way - just add new particle source, disable all channels generations (fuel, temp, smoke) except Velocity Multiplier. Usuall it works, never tried to read actual pflow data. And would gladly see your result at the end
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Old 07 July 2016   #5946
Hi

Yeah I went through the workflow and i understand it but I wasn't able to get the result I want.They smoke starts taking the velocity but instead of following it shoots out at a tangent. From my experiments I think the FFX vertex painter maybe needs a fairly dense geometry to work. Maybe painting a map with photoshop will work better as you say.


Making additional velocities from particles in easy way - just add new particle source, disable all channels generations (fuel, temp, smoke) except Velocity Multiplier. Usuall it works, never tried to read actual pflow data.

do you mean you can use another FFX grid as a velocity source?

I am hoping to crack it this weekend will post something
 
Old 07 July 2016   #5947
You're no need another grid just create another source and only use velocity. I did it all time before. But later i started use stoke for it.
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Old 07 July 2016   #5948
Trying fumefx 4.0 for a month now and I'm really liking it, but after some simulations and changing the settings I'm getting a weird bug as if fumefx doesn't allow the fire and smoke to rise, when this happens i save my file, reset 3Ds max and reopen the file then it's behaving normal again. it's getting pretty frustrating to reset every time. does someone know whats causing this?

I've attached a link with screenshots of the same simulation with the same settings

http://imgur.com/a/n9Kz3
 
Old 08 August 2016   #5949
Fringing Problems

Hi! I have this weird edges around the geo, they are now more apparent because I put some "fire" behind. If I turn off the fire the geo gets a dark edge (less noticeable but still there) I'm rendering everything with Vray and the "gamma/Lut correction" disabled. Any advice is welcomed. I'm compositing everything in Nuke.

Attached Images
File Type: jpg error.jpg (28.8 KB, 13 views)

Last edited by kthalas : 08 August 2016 at 10:26 PM.
 
Old 08 August 2016   #5950
Hi guys,
I am new here and think might be able to find some answer for the questions i facing.
But it might take me a while to read through all the pages.
Anyone kind enough to show me is there any way of rendering z-depth pass for fume with vray?

Thanks alot
 
Old 09 September 2016   #5951
Guys, I am having some problem here as whenever I gonna render my fumefx smoke, vray keeps loading few bucket at the corner pixel before it start rendering. Sometimes I takes about 10minutes before it start.

I wonder does this have something to do with the cache?
Or it's just normal?

Regards.
 
Old 09 September 2016   #5952
Quote:
Originally Posted by Todaysohot
Hi guys,
I am new here and think might be able to find some answer for the questions i facing.
But it might take me a while to read through all the pages.
Anyone kind enough to show me is there any way of rendering z-depth pass for fume with vray?

Thanks alot

Enable it in fusion render. And use element render pass to render it
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Old 09 September 2016   #5953
Thanks alot @tamagochy.

Did some research and getting there as well. Previously I have this fusionwork depth value clamp until i save out the image as a 32-bit only i realise the result.

How about using the depth element in vray to render fumefx smoke?
saw this zdepth pass was wondering how to set it up.
https://www.youtube.com/watch?v=MMTksK1zYcM
 
Old 10 October 2016   #5954
Whispy smoke

hey everybody,
I need to simulate smoke like that one:

https://www.youtube.com/watch?v=KCi1wITHcwY

I want to emit that kind of smoke from animated snake - anyone has any tips how to start that kind of simulation?
All of tutorials that I saw, was based on fat, large scale, thick smoke. I need to make it only in FumeFX, without Krakatoa etc.
Thanks in advance for all of reply.
 
Old 10 October 2016   #5955
PFlow/FumeFX Galaxy

Hey guys, i need some help. I need to create a galaxy. I am trying to do so with Pflow and FumeFX but i am having problems with the scale and simulation. Any help?.

http://imgur.com/ylSzvR2
http://imgur.com/PE7eziq
http://imgur.com/PE7eziq
 
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