Velocity Pass of Smoke in FumeFx?


#1

I wanted to know if theres any chance I could do a velocity pass from the smoke in FumeFx?
Really appreciate the tip.
Thanks
Cheers


#2

There are smoke and fire elements in the render elements, and you can use the normal velocity render element to get velocity from the fume.


#3

As you can see in the pic, I can only see the geometry and no smoke.
Should I render the smoke with velocity pass separated of the geometry?


#4

you need to first have the velocity channel saved when you simulate the fume grid. Then in the Fusionworks render atmospheric you check create channels, then check image motion blur. You can now use image motion blur or the motion blur effect or output a velocity channel. As the smoke is transparent it dosent really work too well if there is geometry behind it.
Im unsure but i think FR and fume work nicely together with good motion blur


#5

Thanks I’ll try that.
Cheers


#6

The FusionWorks Velocity Render Element will output 2D image velocity to colors where a value of 127 (50% gray) represents 0 velocity. Values less than 127 represent negative velocity and values greater then 127 positive velocity. Red channel stands for X velocity and green channel for Y velocity.

My main difficulty in the moment is about the value I need to put in the Max Velocity.
I really don’t understand how this works?
Can someone give me a tip about it?


#7

You experiment, find the biggest value that doesn’t clip (give a 1.0 pixel value)


#8

What do you mean that doesn’t clip?

I’m experimenting lot. I’m creating several renders that go from the value 1 to the value 1000.
Thanks


#9

Clipping is hitting hard 1.0. Check the values in the pixels - you don’t want too small values like 0.0001, or hard 1.0.


#10

Ok ok.
Thanks
really appreciate the help


#11

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