Thanks for the tips, I’ll give those a go.
- Garry
Here is what you do. Put a simple source over your hatch that emits temperature/heat only (upward), and nothing else. The cold air in the Fume container will rush in to fill the void left by the low pressure created by the hot air, and pull the smoke along with it.
I had to do this to suck smoke through letters, and it worked beautifully.
Interesting. Your notes are similar to my methods. One of the differences that stood out to me is that I can never get an explosion to look good with low vorticity. How low are you talking? My explosions are usually between 0.6 and 0.75 vorticity. Anything lower just ends up looking like a “bubbly” smoke. I also usually have my Advection Stride between 0.125-0.3. This helps keep some of the curling motion.
Do you emit fuel at all before you ignite it, or do you simply emit fuel and temperature at the same time? I’d love to compare notes via email sometime if you are up for it.
Also, I always work at real world scale.
Hi Everyone,
I just finished my 2012 website and special effects demo reel. It’s located at http://www.chaddelliott.com
All feedback is welcome
Thanks
Hey guys. I was wondering if those of you who make Fume explosions could give me some detailed pointers. I am really liking the way my explosion sims are looking, except for emission. All of my explosions are a blobby fire when they first ignite. This is my latest attempt…
However, I would love to get the first few frames to look something more like this…
Any thoughts?
Guys, how do you change for example “Smoke Opacity” in rendering tab with maxscript? I can change most of the other params listed in “show $fumeGrid” e.g. gridSpacing, gravity etc., but there is none changing Fire, Smoke and Fuel params in the render tab
… or is there?
Heya,
Sometimes I do. It depends on what the client is after. Sure - I’m up for emailing. Free free to shoot me a msg thru briandemetz.com
Cheers,
I created a tornado using pflow particles, and then tried to use them to create a fume fx tornado. Unfortunately once it hits 200 frames the tornado explodes outward even though the pflow particles dont. How can i fix that? I want the fume particles to follow the pflow particles perfectly. thank you in advance.
Is FumeFX something that is really used in blockbusters? I can’t find any references really (except a little list on their own website).
What’s the point of a question like that? Yes? It completely depends on the studio.
Most of today’s movies use FumeFX and other Fire/Explosion/Smoke CG tools. The Avengers Movie used a very large amount of FumeFX shots. Its a safer method and doesn’t require all the permits that old school pyrotechnics require.
Rich
You sure about Fume? I know ILM has their own inhouse tool called Plume for such things. They could have used Fume, I just would think ILM would use their own tool. :shrug:
ILM isn’t the only company that worked on Avengers. Hydraulx also did a few shots, and they have been using TP and Fume for a while now.
ILM does not do all the FX for Marvel/Disney. There are many companies even small time single employee companies that work on the projects as well. Grant it most work under ILM, but they use there own favorite software…FumeFX is a biggie for most. Since ILM won’t share their software for use the smaller companies have to turn to alternate software.
hi every one!
i have some R&D to share with u, and i need any idea or suggestion :
http://www.youtube.com/watch?v=hfsIX69rtgg
thanks in advance
new update of the helicopter
http://www.youtube.com/watch?v=uZ4BRs37dog
and this is the reference that i’m following