FumeFX colors from particles or object source


#1

Hi,

Is there a way to create smoke or fire with colors from particles system or an object.

For example, if I want to make Earth disappear with a smoke effect, I want my smoke to get the colors of the map I applied on the object.

Any clue ?

I couldn’t find any option to do that. We cannot assign a map to the voxels, we cannot put a map in the color channel, and we cannot do a camera map on the grid…

The only way to do that is, to me, create multiple FFX grids with unique color. But it’s hard to imagine on a complex model, like a character, creature…


#2

I think something like this is what you want:

  1. run sim to get the smoke movement right, ignore the colour.

  2. use fumefx follow in 2 particle instances that will spawn at either your blue water or green land, then follow the fume movement

  3. create 2 new fume containers, add the blue smoke particles to one grid, and the green to the second grid

Two grids are needed because you can only have one shader gradient per grid. The drawback of this method is the two grids won’t interact and since I’m just brainstorming on the morning train I might be overlooking some details


#3

You cant do it straight in fume. What you can do is use lights to color it, or render with Krakatoa - plenty of control there.


#4

yeah I think krakatoa is the most interesting solution for this kind of effect. I’ll try to make some tests.

Manage lights on fumefx render could work, but on a “fine” render effect I think it could be complicated.

Thanks for your answers :slight_smile:


#5

If you have Krakatoa, use fume just for the movement (velocity) and krakatoa for shading and particles.
It’s more easy than you think :wink:


#6

There is a possiblity of making colorful fumes.
You can emit the fumefx smoke with fluid mapping.
Set the latency longer then your whole sim, so it doesnt recalculate UVWs.
Then You can mix a few containers and mask their visibility with a map.
To speed up rendering you could render this out using one container and save the light cache. Then create a few containers each for one colour. If the all have the same name, they will use a commmon cache and render quite fast.

Greets.


#7

That is a treasure trove, great stuff , thinking outside the grid :slight_smile:


#8

So, fluid mappers,

I’m stuck with a similar problem; and I want to use fluid mapping to map a 2d bitmap on a fume sim. Like a projection. I can’t really find how to do this, since the fluid mapping seems only to take 3d procedural stuff. Everytime I think I have it working, it appears to match in screen space, and the bitmap doesn’t follow the distortion of the sim…

any ideas?


#9

Hi,
the fluid mapping does not affect the color of the fluid (at least I know nothing about it)
so the projection will only affect opacity of the smoke. Apart from this, remember that UVWs are assigned at emission, and that’s where the mapping is done. I don’t think the effect your after is possible with the current fumefx toolset.
Greets.


#10

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