Thank you, that’s what i’m doing, it’s hard to have nice curves. Do you have test it ?
I keep it up, let me know if someone have usefull tips :lightbulb
FumeFX
Extremely interested in this one! Been doing some cloud RnD lately with Pyrocluster, Krakatoa volume rendering and Vray volume fog, but haven’t really come up with anything I’m too happy with for large scale.
Glad I could help. I’m looking forward to your tutorial. 
I’ve actually been playing around with that cloud setup for the past week or so, prepping it for another show that needs them, and I’ve made a few tweaks here and there, mostly lighting and turbulence. I’ll see if I can post some images when the project is finished.
-Dan
Have you tried to make particles to behave swirly like look, and then to use Fume Particle source?
I’ve tried that now, and here’s what I get (left is just straight particles, right is Fume):
http://www.youtube.com/watch?v=gy7fBsGuSow&feature=youtu.be
If you want to take a look at the max (2010) file, I am attaching it.
However, some questions came to me while I was doing this test, so I gotta ask here.
Can I somehow set-up FumeFX (density, or smoke amount (with AFC curve)), to behave on each separate particle, not on whole particle flow?
My english is very bad, so I’ll try to explain once more:
I want to be able to control that each of my particle (for example, smoke I did) have same volume and density over whole life, but the tiny smoke every particle creates goes linearly to fade out. So… to have… 2 like controls.
When I try to use AFC curve, it affects whole particle system at once, so I can fade just the beginning or the end of the whole smoke, not for the each particle separately.
If I get this, then I think I can create much closer smoke to candles examples on this page.
Any tip? Advise?
Just another boom test in my never ending obsession with the perfect fireball…
Still preview…

Hi everyone,
I have a fumefx cloud and I want to push/rip a certain portion of it by passing through a jet aircraft.
I have tried through using the jet as an collision object but at the impact it just creates a spherical circular shape of the cloud instead of ripping it and giving it dispersion/turbulence in all dimension while it leaves that spot.
any thoughts?
thanks
You could attach a particle system to the wing and emit velocities to break it up. Or a simple source.
Hey Daniel,
This is what I am doing right now. by emitting particles from the mesh and using temp and velocities but that scatters the smoke in a weird or a flower shape. thanks
Can you post a screen grab or video of what your fluid looks like? Have you tried increasing time scale?
If you increase the time scale, you’ll have to cut the velocities in half to compensate for the extra push the fluids will get.
here is my FX film showreel with a lot of Fume, TP and Krakatoa stuff
https://vimeo.com/43382189
Anyone here using FumeFX 3.0.2 (latest version) along with cebas thinking particles 5.0?
I am getting an error: fumefx_tp.dlo failed to initialize when I start max 2012 x64.
fumefx_tp.dlo is loaded after the cebas plugins is loaded in the plugin.ini file.
Is it Afterworks who screwed up the plugin?
Hmm, not sure, I don’t use 2012 and my TP5.0 beta license has expired I couldn’t tell you if I wanted too. I do recall there were some issues with TP/Fume during beta, not sure if they are fixed and no one really knew much of why except for the fact that is wasn’t fully working.
My best guess is they are working on it.:shrug:
