fume fx rotor wash


#1

i there im very new to fume fx and i have a problem that i a have had for ages and cannot seem to solve this by myself.

this rotor wash animation represents what i would like.
http://www.youtube.com/watch?v=CK2bxtMLxGk
and some images of the kind of thing i need
http://images.military.com/pics/011305_airlift-1.jpg
http://www.youtube.com/watch?v=xnmouki8tNk&feature=related
how can i get this sort of thing into fume fx and make nice dusty blown into swirls and curl round.

im a newbie so you may need to treat me like a fool :slight_smile:

cheers for the help

simon


#2

Create smoke with particles that emit from the center, make it rise in the air with buoyancy, then you can try with a spherical wind in the center, or with partcles for velocity - again with a window in the center that will suck them in, and then they die off.


#3

what do you mean by a “window” to suck them in?
do you mean negative in a wind to it pulls?


#4

I have attached a scene :wink:


#5

hey man thanks for taking the time to help me out, such a nice simple clean set up too.
thankyou

my set up had similar motion but was driven by motors see
http://www.youtube.com/watch?v=CK2bxtMLxGk

my problem was that i have tried to get dust in fume to look like this motion, being blown into eddies rolling back on itself and fading etc

im not sure how to drive fume fluids with this system.
i have made the pflow particles interact with the smoke in fume, but it just pushes it around and away rather than influencing its movement.

i feel like a dumb ass but i have made 15 scenes so far from scratch trying to get this to work.
and much hair loss!!!


#6

You can make the particle source not add any material to the grid (fuel/temp/smoke), but only influence the movement - with the velocity control. I’d they that :slight_smile: I could make a scene with FFX later today when I’m less busy :slight_smile:


#7

In the old days we’d make this kind of effect by placing a circular emitter underneath the helicopter, but locked in Z to the ground (so the emitter stayed stuck to the ground underneath the helo). From this point particles would be emitted outward (ie laterally) from the emitter, the speed and quantity proportional to the distance of the helo to the ground.

Rotorwash is a subtle effect until the rotors get closer to the ground, then it’s more pronounced. The particles get shot out laterally, then become effected by turbulence and drag (and depending on the medium - gravity). If you’re doing dust, you can get away with different shading/rendering options. FumeFX would be good but might be tricky to control in this situation AND you might be stuck with a long translation on the helo, requiring a large grid. I’d done the dust (or snow) effect by using Afterburn for shading with good results. If doing snow, it always helps to render a second pass with just tiny particles to add that icy shimmer. If it’s water you’d dealing with, rendering LOTS of little tiny particles seems to be the best solution. I would do that with Krakatoa these days. FumeFX could be used to do a simple velocity field to advect the bulk of the particles and give you a good subtle but natural effect.


#8

hey

Once I tried doing such effect and I was doin for snow. I did using fume fx and I somehow got the motion but I was bad at shading. Brandon, AS u said u would do that effects using afterburn. can u say it in brief.


#9

Wow,

What is with all the recent discussion on roto wash ha ha!

If you go back in the fume thread, I outline my method of how I made the youtube video you linked to up there.

Its back a few pages… when we are all talking about roto wash ha ha.


#10

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