FumeFX GI light problem


#1

I have created a scene that has a cool fireplace which uses a fumeFX fire, and I am using Vray as my render engine. My problem is the GI light emitted by the fire shows on the wall behind the fireplace. I have included a WIP to show what I mean.
This is also my first FumeFX fire, and would be happy for any input to improve the fire.


#2

Your render appears to be really compressed, but I can straight away say tweak the Fire curves, and upressing never hurt anyone :slight_smile:
In my experience, compositing the fire on top (nuke, shake, ae, photoshop, whatever) in a seperate pass allows for way easier control. Also, I’m not too sure about using Vray for the fire, maybey try that in a separate pass with just scanline?

edit: have you tried the cast shadow settings in the rendering/lighting panel?


#3

quick test with final render and vray:

final render i saw the issue when using a plane for the floor geo instead of a box also gi settings greatly affected the amount of gi bleed.

vray same results

either boost your GI sampling or render passes and comp it :slight_smile:


#4

which render elements would I use for the fire, I don’t see any passes for fusionworks specifically. Forgive my ignorance, I havn’t really touched on render passes or compositing yet.


#5

JohnnyRandom was right, boosting the GI did get rid of the bleed, as shown in the new render.

But I would still like to know which passes to render out for the fire. I think I know the basics for rendering out passes, but I am confused about what to do regarding plugins. Could you tell me the necessary passes for the other sinsinati plugins (Afterburn, Dreamscape)


#6

If you are using VRay you need to first switch back to scanline then add the FumeFX Fire and/or FumeFX smoke RE’s for some reason they are hidden when you switch to VRay.

Since you are using VRay you have the option to use the Vray Atmospheric render element as well, this will include both fire and smoke. :wink:

Be aware when rendering any of the illumination passes as some renders may or may not support fume correctly or as in this case your GI is accurate enough, do some test renders before your beauty pass.

Gnomon Workshop has some good render pass training…

For After Effects ($15) on the Intermediate Page Titled “Compositing Render Passes” haven’t seen it though. I am guessing he is using Maya to generate his passes.
http://www.thegnomonworkshop.com/store/products/tutorials/eku_series/index.php

For Max and Fusion (I have this one and it is well worth it):
http://www.thegnomonworkshop.com/store/product/431/Multi-Pass-Compositing


#7

talking about earlier comments about changing to the scanline renderer; does this effect what I see in the FumeFX preview? As I was playing with the fire colour rendering and transparency and trying to imitate the settings in a tutorial I was watching, while still within v-ray. My preview looked nothing like the preview in the tutorial.

edit: OK, so I worked out what was causing this, it was the gamma correction of my linear workflow setup. But how do I get around this problem of overbright colours without turning off gamma correction?


#8

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