Dissolve with FumeFx - Death eaters smoke trail related


#1

Hello everyone,
this is a continuation of the “death eaters smoke trail” in a certain matter.
I’m trying to achieve this dissolve effect, has you can see in these videos, but wit FumeFx.

http://www.youtube.com/user/bank508max

I would really appreciate some tip about it.
Perhaps this a very easy effect but unfortunately I’m a newbie in the area.
Hope someone can tell me something.
My main objective is related wit the advances I’ve been making with the “death eaters smoke trail”.
What I mean is that I first have to make this dissolve and then create the trail
Hope you understand.
Thanks in advance for all the help I’ve getting.
Cheers


#2

I’ve searched a lot over Google.
http://www.youtube.com/watch?v=g9xbGQfvbb0
Another example of that.

It seems it has to be based on a particle system right?
How do I do it based on an image?


#3

Bobo did a nice Disinegrate Tutorial over on Studio Daily:

Disintegrate Geometry Objects using Frantic Films Krakatoa and Autodesk 3ds Max

You need to register but it is free. :slight_smile:

It uses Krakatoa 1.1.2, so some things have changed but the basic premise is the same.


#4

Huge thanks John.
I’m going to check it right now.
Thanks for the help.
Cheers


#5

The tutorial is fantastic.
But I have just a few questions.
Can this be done within FumeFx?
The example shown here is related to geometry but can I do the same based on image?


#6

Can this be done within FumeFx?

I dont see why not.

It would require a few extra steps.

Grab you car geometry and emit a good burst of smoke from it, for something like ten frames, Start off with a low or 0.0 object velocity and no buoyancy/gravity so the first few frames of fume emission retain the shape of the car, then animate those mentioned parameters to get the smoke moving. Then scale up the dissipation rate to dissolve the smoke, if you want.

In the tutorial where the particles goto Event03 (the event with the Force Operator) use a FumeFX Follow Operator instead of a Force op. This will give the blow away particles the motion that you simmed out of Fume. :slight_smile:


#7

Really appreciate the explanation but tell me something.
How about an image? How can I create this dissolve in a image of an face?
Don’t know if you noticed but I’ll reverse it making that death eaters smoke trail creating a face. But I have an image sequence.


#8

Well, If I understand what you want correctly. This is how I might go about doing it:

You’ll need a geometry object that is somewhat representative of the basic facial structure in your image sequence (it doesn’t have to be a perfect match by any means just general positions matching, eyes, nose, ears, mouth, basic facial structure). I say it doesn’t have to be a perfect match because you will be camera mapping your image sequence to it. That should distract some of the inconsistencies. If the sequence is animated you are going to have to match that motion, at least get the geometry to somewhat match the animation.

This is what you will emit your base particles from. Just like in the tutorial, you need to have some form of an emitter object.


#9

That was exactly what I was thinking.
After seeing the tutorial I though “well I’ll probably will need a real face”.
In Maya I remember we can project via nparticles the image.
I though we could do something similar here.


#10

Hello John,
I wanted to ask you if I could use an plane for example.
I have the face with an alpha channel, his it possible to only dissolve a certain part of the plane, where the face his?

Modeling a face at the moment is taking and will take some time.
What do you think of this method?
Cheers


#11

I would imagine so, since you have the alpha you could use a birth texture operator, of course the distribution over the white area of the alpha will be solid/more uniform, you could use a combination of the alpha channel and a greyscale of the image sequence. That way lighter areas would receive more particles than darker areas splitting up the distribution.

Another thing you could do, instead of modeling a head/face from scratch, see if you can find a free model somewhere, hopefully one that is at least similar in structure to the one in the image sequence.


#12

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