Animating Fumefx Container


#1

ok so when i animate the fumefx container and then simulate i get weird motion with the smoke and fire… I have a wind space warp that supposed to blow the fire into a certain direction. for ease of explaination the container is animated to the left and the wind is blowing to the right… the fluids fly to the left side of the container… please if someone could help me i would be so appreciative!


#2

why would you want to animate the fume container? Just set it to the max size required?


#3

well the scene is to big to just use a big container… then when i do that the spacing is way to high to get a good resolution sim… my computer crashes from lack of ram.


#4

I suggest reading over the help doc provided with FumeFX. Voxel grids operate in a stationary fashion…animating things within the grid is the normal approach, animating the actual grid will only cause problems. FumeFX does have it’s limitations as does everything in modern 3d software so being aware of Fumes limits is half of the learning curve :wink: I try to keep my grid under a max of 300x300x300.

If you provide us an example of what you are aiming to achieve, I’m sure we could help you figure out the best way to go about it…


#5

There is a way 'round that - have a big grid, but with some simple sources that set everything to 0, and have a high adaptive amount, so the simulation cuts in just the needed area. I’m gonna make a small tut to show that these days.


#6

Sounds interesting I would dig on seeing that :slight_smile:

I have no idea if this would work in your case but another approach is to simulate the grid then animate it.


#7

Yeah as stated fume works in a stationary fassion. Being a computational fluid dynamic data is passed through the static grid from voxel to voxel. So having moving data pass through a moveing grid only complicates things.

Giving us a hint of what your trying to do might help us?

I never thought of that Hristo! Sounds interesting.


#8

well i have this dragon and he is on a path that flies all over the place… for instance he flies up then to the left… now having a container for that would be weird cuz it would be in a L shape… i upped the sensativity on the adaptive grid but that still made my computer crash… any thoughts would be most appreciated.


#9

Just curious…what size is your grid? and does your computer crash as soon as you start your simulation or after some frames?


#10

its 1103x84x118. and it crashes about 1/4 of the way till the sim is done.


#11

Depending on the camera you can also try and get away with simply overlapping fume grids, and do multiple sims for the path of the dragon.


#12

do multiple sims can privide assure the pic sequence is continuous?


#13

I can’t wait:bounce:


#14

No. like i said, it depends on the camera and whether you can get away with it… if it’s a long shot following the dragon as he does a huge figure 8, i doubt this would work, but we’ve gotten away with it depending on camera angles…


#15

Yeah, for example: If he is flying along a path and breathing fire 4 times, put in 4 fume containers/sims and fit the container according to each sim.

Or do a sim for every time he exhales, dragons cant breath fire continuously… or can they?


#16

Going back to multiple containers, it is totally possible specifically works best with fire (smoke on the other hand is more tricky, simply because it typically hangs around longer), like Ian said.

First off, give your grids sufficient overlap to get enough voxels populated so that the transition isn’t as noticeable.

Second and more importantly use the Rendering->Container Edges->Falloff (either spherical or box whatever looks best) and define a falloff amount or map. You can try using Initial state in some of the preceding containers so they have some voxel population, have only tried this a few times, with varyied results.

Super Quick Example: Straight from max (comping the passes will certainly give you a lot more flexibility)

Vimeo


#17

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