FumeFX


#4841

Nice reel, Kieran!

@Piotrek: Check if you have ‘kill particles when out of grid’ in the follow node. That is the generally right path, I’m gonna check it out when I have more time.


#4842

New Fume FX 3 Feature.

http://vimeo.com/39759478


#4843

cool :bounce:


#4844

Glacierise - they are not outside the grid, its like they have some invisible node which unables them to follow the smoke at static speed, instead, they loose speed and catch the back parts of the smoke trail, which vanishes very quickly. They should catch the front of the smoke trail, but they dont.

i will send you the file tomorrow when i’m at work


#4845

Glacierise - i send the file with the fume/pflow setup. The effect i am trying to get is a particle trail from few posts before. A great refference which showed up few days ago is this -> http://www.youtube.com/watch?feature=player_embedded&v=ok0M25mpJl8

the golden trails from the beggining are great, i wonder how to make something like this in fume + pflow


#4846

Some of you may remember a few weeks back I was talking about black body radiation being key in getting a nice looking fire (i.e. physically correct) fire shader in fluid sims.

Anyway, In this PDF, which I found interesting, they show Sony Imageworks implementation of this type of shading.  The section starts on page 177 of the PDF, but covers several pages, including showing examples of an explosion sim with this type of shading on pages 182-186.
  
  [http://magnuswrenninge.com/content/pubs/ProductionVolumeRenderingSystems2011.pdf](http://magnuswrenninge.com/content/pubs/ProductionVolumeRenderingSystems2011.pdf)

EDIT: Fixed post for proper PDF page numbers.


#4847

I remember your post about black body radiation and this .pdf is very very interesting, I have learn a lot of technique concept used at Weta, their fire shader is impressive, thank you Daniel.


#4848

@Daniel:

Yeah, looks interesting, but obviously you need the pseudo component on top too. The implementation doesn’t look too hard though - except the integral, it’s something that you can do in Krakatoa :slight_smile:


#4849

Last New Feature teaser video before FumeFX 3’s release…

http://vimeo.com/39886817


#4850

Effectors will completely change how we work with FFX. The opportunities really are endless! The fact that you can connect FFX params, and mask that with helpers or meshes, is huge. No longer will your whole sim have the same dissipation or vorticity for example - things that were making sims look too simple before. Now you can create so much more intricacies, I love it.


#4851

Ah, so I think I misunderstood. Effectors let you link the amount of say turbulence, to say, the temperature? So the hotter the area gets, the more turbulence it has? I was thinking this had to do with shading. But now I think I understand the possibilities. That’s quite cool.


#4852

Sweet feature. They finally added in some of the extra control that Houdini has. :beer:


#4853

The last test I posted used a single effector to strip the color data and apply -10.0 gravity to any fluid that passed within the effectors bounds, that is most noticeable at the end when the effector passes over the fire.


#4854

Yeah, and you can also mask it with an object, so it doesn’t happen everywhere. It’s quite a big step forward!


#4855

I’m curious to know if you can use multiple effectors…?
This is all pretty exciting, can’t wait.


#4856

You can use up to two on a single channel I think.


#4857

Definitely a game changer.


#4858

Sorry for the noobish question, but can the current version of Fume render with depth of field effects? If I wanted my foreground fire to be in focus, and my background fire out of focus, is that possible in render?


#4859

Yes, that shouldn’t be a problem, however it’s probably best to do it in post with zdepth.


#4860

ZDepth with volumetrics is an inherently difficult issue, just because in with volumetrics you can’t say at what depth a pixel is. So unless you render it as slices somehow, it’s gonna be quite difficult.