Fluid Effects vs Fume FX


#141

hey thomwickes!
Nope these are just playblast preview. I m still wrkin on texture part to make it luk gud.I m tryin to find a good balance between texture co-ordinates & with sim. AS like I said its a first pass.

eeeek. while your hearts in the right place, that could easily be a thread killer

Oh I know how I sound here.I got little senti but I m quite determine to create sum change.
I dont expect a mail trail for these but I m expecting a help from others.
Interseted folks can contact me on iamvikas20@gmail.com. so tht We dont mess with these current thread. I once again apologize for my personal views posted here.
thnxs much


#142

Can your explain more full how to do this? Look`s cool!


#143

@viki164

i guess we cannot escape from who we are, but we can still change,…
here in Norway some scientists are working at making meat, just the meat, nothing else.
it is simply done by making it gro over time inside a special refrigirator

the benefits are actually enormous if they finalize the process

-animals can live
-fish can live
-eliminates dangerous meat (as good as)
-supercheap
-less global warming
-nature can be preserved

there are differences in cultures/ countries when it comes to the ones that want to use it,
i feel though that it is a step in the right direction.
(no, u r not going to become a zombie)

(thought u might find it interesting) :slight_smile:

(sorry, often skip the first lines, hope you feel better, it is just a process, sometimes long, sometimes short, i’ve had some loong ones, but it’s a matter of getting the right state of mind :slight_smile: )


#144

as for the shortfilm, focus on the positive, as ppl tend to avoid the negative, you’ll get a broader audience, one will also get more energy by working on something positive/fun, compared to the other way around.


#145

Further to the shortfilm. I think you should tackle, more of an animal cruelty angle, as opposed to a ban of human consumption of meat. Way too much history.

Back to the flame though, I did a few tests, the first two are just flame tests based on what I saw here. More of a physical simulation. The last one is python trickery that doesn’t use a fuel or temperature. I have alot to learn about texturing though.

http://www.youtube.com/watch?v=5nduPcUX4ZA
http://www.youtube.com/watch?v=oGBtIrMhcGM
http://www.youtube.com/watch?v=sl2rXC7P6F8


#146

Ohhhhh… this thread started so well too.


#147

Damn. This thread got real weird, …real fast.


#148

Wow preaty clean can you tell me the res of your fluid container pls :>.

Guys how you make that super cool thick puffy looking smoke?I try all day with no luck T_T.
Did you use billow for texture?

After countles fails to make thick smoke I change some of the colors and this is what I get :>.
http://www.youtube.com/watch?v=ItuO3daBDdc
Hope you will like it :>.


#149

kdronez
run the simulation and stop in frame where the fluids looks well. Then turn IPR render and tweak the texture settings. I think you have high frequency… I usually do this way to adjust


#150

Good stuff people, keep up the good work. @ kdronez make sure you check out the samples in visor for colouring thick smoke, things like puffball and nuke blast will show you some things or 2.

Im not 100% sure about PCs sorry (because I use Mac), but you will need a compiler something like VisualC++ which can be found here [http://www.microsoft.com/express/](http://www.microsoft.com/express/)[http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx](http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx) and Windows SDK  (info thanks to Phildog). Once you've done that and installed your software you need to locate the project file in MAya>Devkit>plugins>simpleFluidEmitter.vcproj open it and build it. This will spit out a .mll file which you will then need to place into your plugins folder.

Thats the compiling and installing bit done, now how to use it.

Open Maya and go to your plugins manager and you should see simpleFluidEmitter.mll, load it. Basically it works like a normal particle surface emitter with texture rate turned on but instead of using the interface you have to use a couple of lines of code.

// Create emitter
createNode simpleFluidEmitter;

// Hook it up to surface
addDynamic fluidEmitter1 pCube1;

Create a normal ramp and hook that up to the emitter by using the connection editor. Fluid emits from white so make it a BW ramp.
Connect ramp [i]outColor[/i] > [i]texture rate[/i] simpleFluidEmitter
Now use the dynamic realtionship editor to connect the emitter and fluid and make the emitter a surface emitter.....that should do it!

To help you visualise the ramp, dump it onto your color input on your shader and animate it along the match! Burn baby burn!:buttrock:


#151

Alright thx guys will try harder next time :>.
Btw my frequency was 2.6 with texture time=time*.5 .


#152

You should aninmate the texture origin in Y also like = time*-.05; so your texture climbs up.


#153

Alright thx again I will try that too :>.


#154

Woo… I’m such a professional. No, I don’t quite recall the container res. Judging by the rendering time though ~15min/400 frames, I’m going to guess 30x30x30 at the maximum.


#155

Awesome man same here max res 33/33/33 in my pc xD.


#156

ok - here’s my problem. I can’t seem to get volumetric wispy smoke with Maya (2D is easy but I need volumetric light). It all looks puffy. Is there some way of getting FumeFX’s wispy 3D smoke?

BTW azshall, mac version maya still cant see a mel script inside a folder inside my scripts directory.

not sure what the problem is but I’ve never had a problem. make sure they are in:

/Users/YOU/Library/Preferences/Autodesk/maya/2009/prefs/scripts

one nice thing about Maya’s fluids vs Houdini’s:

16 threads on a Xeon Nehalem Mac Pro saturated. I gave up trying to use Houdini for print-res smoke because it barely does 2 threads. Soooooooooooooooooo slow.


#157

Did you try wispy option under textures tab?


#158

this is the type of smoke I need but can’t get in 3D.


#159

Wow thanks didnt know where my script directory was… just being sarcastic there :-] So you are telling me you can source a script from within a directory that is in your scripts directory?

Im not sure why it doesnt work my end, Ive tried all 3 script directories with same results, must be user fault.

Re: your smoke, is that FumeFX smoke? Id say not just by looking at it…I cant get that with Maya fluids, I got the shading fairly close but the sim itself is lacking. I think Ive gotten better with multi points and motion blur. Attached is my fluid attempt.


#160

@ cgbeige :

have check :

http://forums.cgsociety.org/showthread.php?f=86&t=155001&page=28&pp=15&highlight=particle+fluids

results for tht type can be achieved thru particles also :
http://www.youtube.com/watch?v=aLOjUXw5ymA

but with fluids can be little tricky I can give a try but not sure how close it wuld be with the ref.

hope the particle method might do a trick
Thnxs!