cloth like fluid movment with fumefx


#1

Hi,

I am struggling with fumefx to get the attached image look, but the results are not satisfactory.
What I was creating is the cloth like fluid movement driven by fumefx later render with krakatoa.
Johny, Anslem, Hristo,
Please help.
I know you guys are best of the best in this,
Thanks
Sachin


#2

HMmm. You could have tp do some vertex control and then have it follow a ffx grid. Then smooth and apply a frenesl shader.


#3

Andrew,
any other options, I dont have TP ,

Thanks


#4

To me that looks like one of either a straight fume render with the smoke render Threshholds and AFC tweaked , be a huge sim to get such fine lines (similar to this http://vimeo.com/15046313) which lead me to what I think it is a Krakatoa render, based off of the same setup.

That ref looks cool :slight_smile:


#5

Hi Johnny

That smoke is awesome. Would you mind sharing the setup image or file.


#6

Sorry I haven’t got it.

I can give a brief explanation on it though:

Use no Vorticity and a timeScale of around 0.9-1.0, you want your smoke to holds its shape.

Emit smoke from a simple source, a lot of it like a value of 100.0

Disturb the smoke with an animated object like a sphere, pretty much just wave it around just above the emitter.

In you render settings set your smoke Opacity to around 5.0, set the low threshold to something like 0.5 and the high at like 6.0 and open the AFC curve and pretty much zero it out, set it at like 1.0-5.0 on the left and right, now put a spike in it close to the left side.

Add a light maybe 1.5 intestity

Tweak until you like it.


#7

Thanks Jhonny,
I will let you know, what I have come with.

Regards
Sachin


#8

Hey man,

In my experience the key to get this is to emit your following particles from a small area, separately from the emission of fluid. So sim your fluid first, with not too much vorticity, then emit from long thin area inside the smoke, and make the particles follow. This will give you sheets.


#9

Thannks Hristo,

I will try that too.


#10

Hi jhonny, Hi Hristo,

Thanks for helping me out, but still with no luck my client dont approve my files. he wants exactly the same motion like in the image.
Here is what I have got with.
http://www.youtube.com/watch?v=XNDhrEodkOc
I have nulled the turbulence and vorticity in the sim tab,
object source set to tempreature of 300 and smoke amount to 150, and the velocity of object is 1,
Any other chances that I can get somehow close to that image.

Thanks once again,
Sachin


#11

You are super close, turn up sub steps, turn down timescale, and slow your movement down. and maybe have 1 rotation of your emitter.


#12

Hi,

This app is awesome for these kind of effcts, but its just for stills and its for mac,
check this out
http://www.youtube.com/watch?v=leUukwzzPik
and
http://www.escapemotions.com/experiments/flame/index.html#top
Looks like its all about emitter, but not sure if fume can do the job.
Help.


#13

What Andrew said :slight_smile: Also, you might wanna try a smaller particle source at the follow stage, and a bigger systemscale of the FFX.


#14

:smiley: also good advice.

As for that flame painter you could replicate that super easy. with a noisy cylinder on a path folow with a frenel shader.

-Andrew


#15

Hi Hristo,jhonny,Andrew:)

This is what I came with.
http://www.youtube.com/watch?v=NQSQbgZ-zVA
This time I gaveup with fume, and dive straight to pflow but later went with Trapcode particular for the faster approach. Almost there, Need to fine tune some sharp edges when they curved,
Thanks everyone for the great suggestions.:slight_smile:
Regards
Sachin


#16

Cool :slight_smile: A bit more detail and samples against the stepping and you’re there :slight_smile:


#17

Quoted for agreement :slight_smile:


#18

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