FumeFX


#4921

Really nice sim there!


#4922

hi all, have a question here. I have a smoke which starts pretty fast like oil field blast but as the smoke rises in sky, it should slows down. I simply can’t dig this affect. If i animate time scale it effects the whole sim. I want my smoke to emit fast from source but as it rises, slow down due to air friction or whatever. I found that i can’t use drag force in fumefx as it can do this effect. Any workaround???


#4923

I don’t know if you tried it already, but you can define a range wherein the retimer is active. So you set that for example only frames 50-100 are affected by the timer. Thus if you animate the retimer in this range the frames outside this range will not be affected by the retimer.
This range is located in the same tab in the Retimer-section.


#4924

Retime will retime the whole sim i think, not only the smoke in sky. I think there is no real solution to it right now in fumefx. Its like if we were in pflow, we can add a condition to smoke that if smoke age is greater than lets say 100, slow down original speed to 50%.


#4925

I think it it has more to do with the smoke dissipation. when the smoke dissipates due to less temperature influence, it tends to disassociate itself with the previous flow of voxels.
you can also play with burn rate; lower the burn rate the more its gonna rise and more velocity you would see all the way to the top of your smoke/fire stack; try increasing it. same thing with the temperature.
also, if the source speed is too high you can also control the speed through velocity damping… maybe a little bit.


#4926

Can anyone tell me whats going on here? this has never happened before with my shadows. im using a omni with ray traced shadows and scanline render.


#4927

It looks like a standard Matte/Shadow material issue. Sorry, not sure how you can get rid of that in scanline. I would be interested to know too if someone has a solution.

fR with the standard Matte/Shadow does the same thing but using the fR Matte/Shadow mat the problem is gone.

Vray doesn’t use a Matte/Shadow material but a Vray object property instead, I haven’t seen this happen there.


#4928

humm will look into that! thanks a lot


#4929

Yeah, using matte material on vray seens to have fixed it! :applause:


#4930

Shameless self promotion warning!

Just finished my new reel and since it has heaps of fumeFX in it I thought I would share it with you guys:
http://www.youtube.com/watch?v=A5TQSFT80xY

Enjoy! :buttrock:


#4931

That’s some good wholesome shameless self promotion…nice work man :smiley:


#4932

Awesome works on this reel, nice job. :buttrock:


#4933

Haha nice little extra shot at the end, jerk! Almost lost my coffee! Super impressive work though, I liked the buildup of that Sanctum shot where you added the head lamps.


#4934

I don’t know if you have already see this about Advection, very understandable : http://www.youtube.com/watch?v=1ttggzmGHuY


#4935

Trying to get a photorealistic explosion in Fume. It’s very difficult to nail. This is a low res grid test at 220x220x240. Still, I am please with the detail obtained at such a low voxel count. I will keep running more tests and run those at higher res. I am particularly pleased with the fire shader. Comment and Critique is very welcome. I would love to get this perfect, so any flaw, no matter how small, please point it out.

https://vimeo.com/42322439


#4936

Hi Folks,

I am simulating buring fuel in a pipeline and the adaptive grid always stays at the maximum size because of the pipeline geometry (which is used as a pflow emitter), even after the voxels have disappered. Am I doing anything wrong or is this normal while working with geometry?

Best regards
Felix


#4937

maybe its the temperature?


#4938

Hi Felix,

Im assuming that you have the entire pipeline geometry selected as your “position object emitter” within your particle system with particles emitting from the whole geometry and, your fume container is scaled to cover said geometry and that your geometry is selected in fume as a collision object. Because of this your adaptive grid will stay at maximum because based on your particle settings fume is recognising the whole geometry as an emmision source as well as an collision object which means that it needs to take it all into memory.

Two things you could do:
[ul]
[li]1: Adjust your sensitivity/threshold (named in v2/v3 respectively), try a value ranging from 15 to 30. This should keep the grid nice and tight to the geometry although as rafamathard said check your temperature, more precisley your temperature buoyancy.
[/li][/ul]

[ul]
[li]2: Use “vol select” select modifier to precisely select what faces you want to emit from. Duplicate your geometry, break it up and make these duplicate parts non-renderable and use them to drive your fume sims and act as collision objects instead of the geometry as a whole.
[/li][/ul]
There are other ways like possibly using multiple grids with mutiple geometry parts. Although it is a bit tricky to help you any further without having any sense of your scene set-up, as i don’t know how complex and to what scale it is. If you want send me the scene file and i can have a look at it for you.

best,
J


#4939

When I add a particle source near Temperature, Fuel and Smoke there is a little box with PA next to it. If I have Temperature set to 6000 and tell that box to be an expression, and type “sinh(1.5)” minus the quotes in the Expression box, will it multiply 6000x1.5, and 6000x-1.5 in a sine wave pattern?

I am trying to fluctuate the temperature amount without manually keyframing.


#4940

I am not sure it will, expressions are a little weird and I have not really gotten any kind of tangible result out of them, of course I am also not the best person to try and use expressions either. I can get them to work moderately well in a trackview script controller but really never with Fume.

What I can explain is PA is for particle age and the value is on the AFC for the first value labeled “amount” to the second value on the other side of the AFC curve button + the obvious variance with the var. value.

When you enable the AFC curve by either clicking or right-clicking to enable it the “PA” is now enabled so for the course of the particles age (you need age/lifespan values in the particle system) your values will be evaluated as defined by the AFC curve.

For what you want I always add a waveform controller or two or three, plus a noise, and/or something new I learned drop them in a float list controller and blend by weights to the value it is much easier and totally visual.