FumeFX


#4821

awesome work :thumbsup:


#4822

Nice work on that reel, especially the fire. I know how hard it is to get a decent looking shader for photoreal flames. :slight_smile:


#4823

Cheers guys! Thanks for all the kind words.

@ AdrienSliver
Nope, no RF. Using a very similar approach though. All was done in TP (there is a very quick breakdown at the end of the reel). I wish I had some veiwport captures of the sim, it has a LOT of stuff going on. Initial volume break (scaled to be similar to wood splinters) which was activated by point helpers, spreading fragmentation, sub fragging. Particles of fine splinters being generated along VB faces to give it detail and break the shape up. Lots of fine particle matter and sawdust. All of that with an animated displacement map running over it, while being on fire ha ha! With fume sims over it and used to drive particles. Took a while to get it all working, but its one of my favorite shots :smiley:


#4824

Hey Jonathan, fantastic work on GR. Especially for the stuff close to camera.

At :28 seconds what kind of comp and Fume switchery is going on to get such good looking sims so close to the camera. Whats your advice on that? Rendering a great looking normal grid on a card and applying it in comp? Simming a crazy large FFX grid? I just did a similar shot with a close up explosion and it was difficult to find a balance between close up distance and the wide angle large grid the blast starts at in the middle ground. Data set was huge and difficult to direct.

Real nice work all around.


#4825

@ jdrouse

That particular shot was tricky, it was actually blending between two different shot takes… not that you can really tell. The wheel coming through at the end is a different take, and both had different camera tracks. For the skid towards camera (A side) I basically simmed that as high as I could, and then for the B side, I simmed a grid really close to camera and really high res and comped them both together rendering them as RGB to get them spatially to sit together.

I have a preview of the B side sim that I can show you. I’ll re-post in a few hours with a link.


#4826

@ JonathanFreisler, thank you for your reply, it’s very interesting, displace for wood splinter is a nice trick. This is the second time I heard about this method and It seems to be the more realistic.


#4827

@ jdrouse

Right click save as this Its just a fume preview from one of the many sims/elements for the shot you asked about. I cant quite remember but I think I had about four in total to make up the various fire elements for that shot. Hope some of that helps :confused:


#4828

Nice work man :slight_smile:


#4829

Hi, guys, for the past week i tried to create a specific effect for a project, i am very short on my deadline so i hope someone here could give me an answer or some tips.

heres what i have:

I am saving karatoa particles driven by fumefx smoke, and path deforming them so i can reuse this one animation in every of my paths ( i have about 5 in my scene, they are flying all over the place)

what i am after is a line i could control and make it fly with path deform with an inner texture looking like this:

(something not solid, broken inside like smoke is working in itself, it should not deform too much lik ein my example)

Also, how to avoid repetitive patters in simulations like this? (tip of the emmiter, some smoke elements are going sideways in a repetitive pattern).

Do you have any ideas?


#4830

Trick is that after you emit, you go to PFlow, create a small bunch of particles at the base and spawn from them, then you FFX Follow the spawned ones. You don’t need a thin FFX sim, the spawning from a small area takes care for that.


#4831

Trick is that after you emit,

the fumefx sim with less spacing( becouse i dont need thin grid) ???

you go to PFlow, create a small bunch of particles at the base and spawn from them

I spawn some (about 10, 20, 200 ???) particles from some object attached to fume fx emiter?

, then you FFX Follow the spawned ones.

i dont use fumefx birth but only fume fx follow?

Thats how i understand it but i am doing something wrong:

Could you explain it some more please :bowdown: i am really mad i dont understand what you just explained because i could be sleeping more peacefully tonight :banghead:

PS:
i’ve dome some more tests, and i cant get rid of the repetition.


#4832

Don’t look at the FFX shader, look at your particles. Otherwise - the setup looks right. Make your PFSource icon small. Drop down the vorticity in FFX so you can get bigger shapes. You might put in some turbulence with a little strength and big scale, to get rid of the repetition.


#4833

oh, i understand now, so by spawning strands of particles from few particles at the base of emiter, and making them move by a low detailed fume fx smoke simulation (which is solid inside, but has curls and smoky motion), the particle strands created with spawning from few small places will give me this detailed texture inside. I will do more tests tomorrow :drool:

thanks for opening my mind to new possibilities with fume. :slight_smile:


#4834

Yeah, pretty much that’s it :slight_smile: Hope it gives you the result you need :slight_smile:


#4835

Hi, the technique you explained is super nice, but my particles die without a reason and dont continue on their smoke path, when i do fumefx follow velocity multiplier at 3.0 they go at longer distance along my smoke path, but are too fast… i have done many tests with spawn and they looked very nice but the particles loose velocity quickly.

This is how far they go, after frame 20 they die (THIS HAS NOTHING TO DO WITH DELETE NODE), sorry i had to caps lock that becouse it seems like an obvious reason :), i tried many versions of nodes and spawn settings, its still the same result, later on i will try making a more dense sim, maybe particles are catching only the smoke at the back.


#4836

Hey!

Thought I would share my new VFX Reel;

http://vimeo.com/kobfx/2012

Mostly work from Ghostrider: Spirit of Vengeance, and Darksiders 2 Cinematics and some stuff from a low budget film I worked on in 2010.

Software: Max, Pflow, Box2, Fumefx, RealFlow, Frost, Nuke, Vray, Mental Ray

Enjoy!

Kieran!


#4837

Very nice job Kieran , your works are awesome :beer:


#4838

yeah i’m enjoying :beer:


#4839

@JonathanFreisler

Hey thanks for the file! Sorry I forgot to thank you before! Very cool to see some raw data from finals. My shot looks of similar resolution + WT.

@Kieran

Bad ass work, man!


#4840

@Aboubakr I’m glad you enjoyed watching it! :slight_smile:

@AdrienSliver Thankyou!

@jdrouse Cheers Dude!