@ jedipottsy hey ,now u got good motion just try to play more with shading & texture to make cool look.Best of luck
Hello Brothers…i got my first job as dynamics fx artist here in mumbai…& for this i want to salute with both the hands to Duncan Brinsmead,Vikas Chandel,David Schoneveld,Wayne Hollingsworth,Shawn Lipowski,Jermy Vickery,Igor Zanic,Jeremy Rave,Nicholas Joseph…And many more…Thnk you very much for help,will try to pay you ppl.Enjoy
Fluid Effects vs Fume FX
Just a sneak peak on my Final Animation, Master Degree, Project.
There are still some fire shapes yet to render and a lot of post production to be done.
Hope you all like.
You can watch here:
http://www.youtube.com/watch?v=56fymwZwHJg
or
http://vimeo.com/10938341
Cheers
I just uploaded my latest fire sim this morning.
Fluid Container Size is 10 x 10 x 5 with a res of 140 x 140 x 70. I used volume emitter with a Volume Axis Field attached to it. I used a Sim Scale Rate of 5 with HDS turned off. Buoyancy was not used for Density or Temperature. I also added a little texturing for Color and Incandescence.
Best,
Matt.
I was just screwing around on my laptop this morning but figured I might as well contribute something
here’s two quick renders
http://vimeo.com/11200157
http://vimeo.com/11201915
I’ll put something more complete up sometime but with these I was just trying to build a more large scale fuel explosions
Are you achieving your detail from the cubic parameter turned on, or is that simply just from hi-res?
Nice tests bro.
I did these sims on my laptop I dont think the res was too high, maybe 350x350x350’ish
I had to work on some photoreal explosions recently and although I’m not using the exact approach here (no GI etc. for a start, just knocked these out quickly as a test) there were a few funky things I did on the color side for the fire, but I think the main thing I did differently here is I used extremely low color values (like .02 for color strength) but then did most of the control inside of the multiscattering params to beef it up there.
It was just a test I did at home for a large explosion shot I was doing at work, which was using the same approach but extremely high voxels and GI it looks pretty intense.
I’ve just ordered a desktop pc for home so once it arrives I’ll do some tests with larger voxel res (550x or more) I’ll keep you guys posted
btw love the work you guys are doing at luma!
Thanks bro…Yeah Luma is awesome. I’m a Maya guy. But for the past two months I have been using just Fume. So Ironically right now I’m a Fume guy. Currently we are cranking out shots specifically with Fume. Picked up a bunch of tips from you and others here. I plan to post some personal stuff on my vimeo thread and start contributing to the Fume thread, pretty soon. I’ve been missing out.
Those tests are pretty damn good for a 350x350x350 grid. I’m sure once you get that new box, you’ll be in better shape. Looking forward to see more tests.
I’m still new to the cg world and not too experienced, but from what I have seen I like the things people have been doing with fumefX…never used it though, but hear it is kinda like a one click wonder like many of the tools available for max…too bad I have no time right now to learn new 3d software so I’ll stick with Maya which I like very much.
Here I leave you guys with a fire test and two smoke renders…all maya of course.
fire test
smoke render 1
smoke render 2
Everything had containers with a rez <= 200. No texture. Hope you guys like it.
Hey guys, managed to finish my Campfire shot. Im happy with the way the fire turned out, this’ll go on my showreel. Taking it to FMX to look for a job 
http://www.youtube.com/watch?v=gWN2cvGeSWU
What do you guys think?
very nice, i think maybe the flames animate a bit slow
(speed up the anim in post, slow down the camera)
very nice though. i like the look.
Going to re-render a tiny bit faster, then replace the footage in the comp. Thanks for the advice.
Small fluid container (12x15x12) resolution 8010080 with a lowres proxy of the wood setup as the fluid emitter with density, heat and fuel. The emitter has a small amount of turbulence but no jitter. The container has a simple black-bright orange (value 6.5) - black with a spike opacity ramp.
Low swirl amount (about 1), small amount of turbulence, no temp turb, slight density and temp diffusion, high density dissipation, and fuel ignition temp set to 0.01 with fuel scale at 1.9
trees were poly models sculpted in mudbox, same with snow. Theres no Final Gather or GI or HDRI. Just lots of lights to produce nice shadows, was going to use 3Delight to render but free version is limited to 2 cores and mental ray turned out quicker but both looked almost identical though 3Delight had better shadows, all shaders are default maya. Snow is simple nParticle setup with cloud render type. Theres an Ambient occlusion and zDepth pass. Smoke on the fire was a low res fluid with texturing turned on, theres also some Paint FX twigs poking out the snow (only paint FX because it was quicker to draw them)
looks good, as said id speed up the fire almost 2x and perhaps tweak your turbulence frequency to have a lil more variation/higher frequency… the whole fire moves back and forth as if its one large flame.
also, theres no wind in your snow, all falling the same, looks fake…oh and the scale of flakes, where they hit ground near fire, are a lil large…
why not have the wind that is twisting the fire, also move the snow, especially where the snow is near the fire, so it seems like there is real wind…
Updated the animation, added some turbulence and wind to the snow. Removed the wind field blowing the fire, it was only supposed to effect the snow. Made the fire faster, and i think that the whole thing looks better.
Speed of the campfire looks a lot better now…could probably be a tiny bit faster but really good change compared to your last post.
The particles could use less of turbulence. What fields are you working with? The movement on some particles looks very erratic…almost like underwater plankton type micro organisms. They are generally moving down with a wind force and should not rise up again almost individually…if the snowflakes do rise up again…it is because a sudden air pocket of sorts and you should see a large group moving in a rising motion…not just an individual snowflake, but great progress tho…almost getting close to the finish line.
Well, here goes my small contribution to this thread. Just today I started some little research on flames and well, after some hours of sim and render ive come up with some movs to show you guys.
1st Test Playblast:
http://vimeo.com/11579011
1st Test Render:
http://vimeo.com/11579048
2nd Test Render:
http://vimeo.com/11586479 (Should finish converting in about 20 minutes, yay vimeo)
C&C welcome!
Cristian
Concept of Nuclear Mushroom and Large Scale Explosions in FumeFx and some Explosions and Fire.
[color=Blue][color=Navy]http://www.youtube.com/watch?v=Xefw1s4zvzs[/color][/color]
Ok heres the Nuke Mushroom RnD and Some Large Scale Smoke and Explosions I have been doin. http://www.youtube.com/watch?v=Xefw1s4zvzs
