FumeFX


#501

Entrancea: Make a network share and map each computer to have drive letter access to it, like they all have access to the S drive or something, then you can just save your files there, and all of your computers look at the same place for the same files.

Jason: You can’t have two different gradients for two different sources – only way is to simulate separately and then render separately As for drag spacewarp, no idea =) The standard max forces need big multipliers for fume to use them, so maybe try higher numbers, or you can use velocity damping in the fume sim. dialog which is pretty much the same thing.


#502

To Jason,

No, drag does not work for fumeFX… I’ve tried it many times in simple scenes but got nothing! I’m not sure about reason but its probably about particle flow… Well forces like wind can be used in pf, however, it can be used in cloth too but you cant simply add drag to cloth or any kind of modifier except pf! So probably this is the reason you cant use drag in fumeFX…


#503

Solitude-I was wondering how could I simulate Fume FX using multiple machines?Is it possible to sim the same file on different machines…Say a technique similar to Max’s Backburner?

Thanks and Cheers.


#504

Nope. :slight_smile: You can sim on one machine only. It has a backburner mode that will let you send the sim to another machine, but it’s just one sim per one machine, not one sim with multiple machines.


#505

Dang…thats too bad:banghead:

Thanks and Cheers Dude.


#506

hey
thx for the info guys, pitty about the shading in fumeFX, i’d really like to see a shading per source option. hopefully in future versions heh.

jason


#507

I’m wondering if any of you have a nice method of slowing down a simulation… I would really like not to loose the detail I get when I adjust the time-scale to 2, but with the simulation going really slow… Hope my answer is clear enough.
Thank you.
Lassjus


#508

u mean setting the time scale to .5 to slow it down? setting it to 2 speeds it up

/jason


#509

Yes, I know, but when you set the time scale to .5 in a simulation where it was set at 2 in the first place, you will loose lots of detail. I would like a method to slow down a simulation, without loosing the fine details and motion of the simulation. :slight_smile: Any suggestions??


#510

Could it be possible to script it?


#511

Hi, Ive created anearthglobe and am trying to get a sort ofroadrunnertype smoke/dust trail searing across the surface of the atmosphere. The problem is i cant get a small enough scale to match the huge globe.

           Here`s the basic setup.  The simple-source is attached to a circle path around the globe..

As u can see from the smoke trail it`s much too big.  The grid is roughly 160x160x60.  When i try to make the simple-source sphere any smaller than radius 1 it either doesn`t work at all or sporadically..

Any tips or guidelines on getting it much tighter/more controlled?  
     
     [img]http://img81.imageshack.us/img81/4898/vp2vv7.jpg[/img]

#512

There could be several reasons the smoke turns out too big. Try to decrease the simulation scale… decrease the expansion, if it’s set to over 1,5 or something like that… You might upload your scene. I might have time to take a look at it…
Lassjus


#513

Thanks.

Ive attached the scene file (without textures), its Max8…

[edit]

Expansion - i`m not using fuel just smoke…

Simulation scale - Where is this setting…?


#514

Nice scene. I had a quick look at it, but I did not figure anything out at first. I’l have to take a look at it later today. I’m at school and have to do some work now.


#515

one question… Do you want it to look cartoonish, or realistic? How big should it be? Draw something in paint or describe it. :slight_smile:


#516

Thanks. Im looking at realistic :) Taming the amount of smoke seems to be the hardest thing, ideally i wanted a small stream the slowly expands nearer the back of the tail as it is left to gravity etc.. My tablet isnt working so excuse the sketch…

With the render at the top of the page ive messed with the opacity/fallof to make it appear quite turbulent but it still isnt hard enough imo…

For speed it should cover say half the globe in say around 6 seconds…


#517

I’l take a look at it, and see if I can get it right. I have never used the kind of emitters that you use, so I’l try with geometric emitter if that’s ok. I suppose the smoke is the most important part of the sim… I will try to post it this evening.

EDIT: Sorry, I mean “spacing” :wink: I just could not remember what the setting was named.


#518

Yeh i figured the simple source would be quicker to calculate… try a geometry at will!


#519

Hey. I got no internet at my house yesterday. I will take a further look at the scene afterwards… I think I found some things that could make it thinner, but the most important would be the scale…

Simulation step. Set this to 2, and it will create a kind of sub-step between each frame. Is it possible to make each of this steps a frame. Script it or something? Anyone knows?


#520

Hi,

Putting simulation step up seems to make it a bit better… Im also having the problem of the smokebreaking up` like this…

I thought this was the dissipation settings but i zerod them and its still doing it…