FumeFX


#5661

As circusboy said, the general workflow is to render them all separate and comp. If one is bad you only have to render that pass instead of all of them.

I haven’t used the Maya version but the wavelet grid detail scale is exactly the same as your base simulation. Meaning if you look at the “Grid Size” yout base and wavelet are the same size. In max this is a multiplier value, you want to double the voxels set it to 2.0, quadruple set it to 4.0. The Maya version does not appear to be the same. Regardless adjust that value and you will see a change.

Yes, two pages ago I even posted a simple example. :wink:

http://forums.cgsociety.org/showpost.php?p=7795373&postcount=5629


#5662

its a great work

коли за скрап изкупуване на коли за скрап


#5663

Hey, I’ve been looking around on how to deal with soft shadows, but i didn’t find anything that seems to do the trick. :frowning:
How would one go about to do those? i tried vray’s area lights, but i cant find a way to make them cast shadows from fume.
Thanks!


#5664

Try mental ray’s area lights?
Render a shadow pass and blur in comp?


#5665

or a GI light dome style technique, add enough minor offset lights from a particular direction and your shadows will “soften”…certainly dependent on your render monkey, possible cost of rendertime.


#5666

That was my plan, but i just can’t figure out how to get the shadows to be thrown on objects outside of the grid.
The harsh edge there is the adaptive edge of the fume grid.
I’ve tried to play with the settings to figure out what fixes it, but any help would be appreciated.

 [img]http://shares.jonasborgman.com/s#10a5874b-9a16-4aa6-bf34-a8f1fdd951aa/jonasborgman.clouddrive.jonasborgman.com/fumeShadows.jpg[/img][image that i cant figure out how to get in here](http://shares.jonasborgman.com/s#10a5874b-9a16-4aa6-bf34-a8f1fdd951aa/jonasborgman.clouddrive.jonasborgman.com/fumeShadows.jpg)

 If it might be related, the ground gets totally black if the fume grid is standing on the groundplane.. i had to move the grid down to not get that black spot. :/

another image (black spot)

 I'm guessing its something really fundamental, but my brain just cant figure it out. :P

#5667

Those are two mental ray issues. Bump the grid down z-axis a few units and both of those shoudl go away. Also make sure AutoVolume is enabled.

See attached scene, it works with any renderer. Forgive the compression in the attached jpeg.


#5668

Yaay!
That’s awesome! :bowdown:
I tried out the mentalray way with using the shadows segments mode,and that allowed the shadows to be cast on objects outside of the grid. :slight_smile:
functioning beauty
However i didn’t really get the shadow and atmosphere render passes to do the same.
Any idea on what to do to get them to work the same way?

the shadow alpha of the same render
and the atmosphere pass

Thanks!


#5669

Which may not be rendered velocity(Wavelet cache ) ?


#5670

No idea what is being asked.

But do ‘Tutorial 05’ from the fume docs if you want to do a Wavelet correctly.


#5671

Anyone have Missing dll: afterworks.dlu issues with backburner with FumeFX SL?
I keep getting this error and I can’t figure out why. I have the same version of FumeFX installed on my host computer and the same version of FumeFX SL on the renderfarm.
Backburner seems to render regular things fine, but having issues with fumefx…
please help. :banghead:


#5672

Have you tried “reauthorizing the slave” via the About button on the Command Panel->Modify->FumeFX? It needs to know you have a valid Simulation License. You only get two with a default license. You can verify to see how many you have on your Fume account/download page.

You have to remote in to the slave to do it (or however you control your slaves) but that is where I would start.


#5673

Is there an easy way using the ‘temperature’ expression or effectors to make it so the smoke has a random temperature. As a result some smoke rises and some smoke falls?

Or does this always have to require that i use two smoke sims?


#5674

Easiest way would be to map the temperature emission from the source, you can use a texture to break it up.


#5675

I’m trying to get a good variation on the smoke from -300 to 300. How would this be setup? I can’t seem to get it to work with the effector nor the mapping.


#5676

Currently you cannot with a single source and mapping/effector

In FumeFX mapping the “pure” color be it black or red or green or blue is always 0.0 and white is whatever max value you set positive or negative.

You could try to mix two source clones one with mapping -300.0 to 0.0 and another 0.0 to 300.0 and make sure that you don’t completely overlap black on white. Might work.


#5677

Hello, everyone.

I’m trying to achieve the famous fire trail effect from Back to the Future, as seen here:

I’ve tried a PF + FFX combination with particles moving towards a target, but the fire is expanding not only on the Z axis, but the X and Y as well, so it’s all over the place.

Ideally, I’d want to map the fire to a plane and have it expand upwards, but I can’t - for the life of me - achieve this effect.

Any insight would be really appreciated.


#5678

I think and animated texture’s emission is what you want. Look for some paper burn tutorials for more details.


#5679

That is actually a frame grab from one of my Fume tests. Heh. So I think I can help.

What I did was laid down two strips of geometry, just planes. I had a noise map for emission of fuel and temperature from them. I then used a gradient ramp in a composite material over the noise map to control it coming on. No particles.


#5680

Awesome idea and a simple answer to the problem, thanks for making it easy.