Fluid Effects vs Fume FX


#641

Hey Vishy,

The explosions at the end of your test are pretty neat. The first couple tests that you did…if these are the smoke tests, then I think you should turn down your expansion and lower your time scale if you are keying it. It feels very explosive, yet has the intent of a smoke simulation.
If you wanted the second test on your video to be an explosion, then I would key the smoke “amount” on your object/simple source to 0, a few frames in. Nice work.


#642

I did a small Maya fluids explosion scene and at the end some Maya fire on the Weyland-Yutani logo.

I would appreciate any critiques or comments you guys may have.

Thanks in advanced :slight_smile:

http://www.youtube.com/watch?v=rX4qHvNpU1g


#643

nice… but fire is a lil too large for scale…


#644

Thx for the input, I will keep that in mind for the next one.


#645

The 2 fires on the Hammer look the same did you put same fluid sim 2 times?Also did you made that awesome Hammer model its amaizing man gj ;>. I love that explosion cloud shape :>.
Maybe if you add a liiiiiitle more trail after the rocket it will look even better :>.

Edit:Guys I need a color advice for this .I was thinking maybe to make the particles bigger and make them glow or smth like that.Or maybe color keying?


#646

Nice main fluid plume, but as mentioned the flame is a little out of scale and would be nice to see some fast ejector debris like glass and other smaller stuff shoot out. Apart from that looking great man.


#647

@kdronez: Actually it’s one fluid container and two emitters, but I agree those flames are not too great. And no, I did not model the Hummer, that’s from a model catalog. I did everything else though :slight_smile:

@Aikiman: Thanks for the tips. That’s very useful advice for my next scene :slight_smile:


#648

FumeFX 2.0…
http://www.afterworks.com/FumeFX/Whatsnew.asp?ID=2


#649

Looks nice :wink: Wave turbulence big thumbs up.


#650

Did fume always have the get motion in low res sim > one click transfer to hi res sim workflow or is that new to 2.0?

I really hope maya gets something similar the next update. Maybe if we all ask Duncan real nicely… :slight_smile:


#651

The wavelet turbulence is new… but it’s always been very good about increasing resolution and keeping a very similar simulation.


#652

I really like that retime thing.
But one thing that I really love most comparing it to Maya it’s the preview window.
That really is something.


#653

Hi all well just a smth I’ve done xD.Hope you will like it :>.The best thing about making fire in maya is that you don need that much res for it :>.It depends on what you are trying to achive tho :>.
link


#654

of course this cant compete with any fire here, but thought the motion was decent in this after messing with fire - ncloth spinning polygons as the emitter/collider
http://www.vimeo.com/11973187

now to get the shader to work :wink:

thanks to [DJX](http://forums.cgsociety.org/member.php?u=42242) for the ncloth scene to test on... ;)

#655

That trick to add turbulence and randomness to a fire sim is great! :smiley:
I think ill give it a try.

PS: Ive seen your other tests on fire, i think your sims are lacking more buoyancy, plus aditional swirl and some emission turbulence to get the fire to start to break up a little and have those nice chunks of flames separating from the main flame. But you’re on track, those tests are nice!


#656

You should be loving wavelet over everything else :stuck_out_tongue:


#657

Cheers! Yes Ive got some work to do to get it fully realistic, but for just a few hours of ‘messing around’ I dig it.

And yea, using ncloth to emit from is great, as you can get some really nice fluid motion from the ncloth which is inherent in the emission… :wink:


#658

You should be loving wavelet over everything else :stuck_out_tongue:

You are totally right :thumbsup:
Cheers


#659

Thx for share man.I will have to try that.
1 fire test from me too xD.
Damn now I saw that the quality go down alot after upload T_T.


#660

Backdraft!

nice :wink: