FumeFX


#4941

What I’m wanting to do.
Generate smoke only on moving objects.

setup: 2 objects animated and 1 starts on frame 0 and another starts on frame 12. Is there a way to generate smoke on the object only when it is moving with using an Object FumeFX emitter and an expression on the Smoke Amount in the fumeFX dialog?

As of right now I’m doing the typical particle system setup with a velocity cuttoff on the particles to control the moving objects versus the static objects but ideally id like to just skip the particles all together and use the object source.
Anyone have any other solutions to this situation?

Aside from that has anyone used the expression control on the smoke amount? I’d love to see some examples of this, as i’ve searched the internet and have come up empty on an examples of how to use it and what to write.

Thanks

John


#4942

Animate Active checkbox.
Or use float script controller on Smoke property and find if object moves.

Expressions are for voxels. imo there is no way to include some object data (pos, vel etc).


#4943

But what if there are multiple objects in the object list of the object smoke emitter?

Even if there is a way to animate vertex paint on an object to be black or white based on change in transform and then somehow have the smoke emitter only emit smoke on objects based on the black and white of the vertex paint of each object in the Object Emitter helper.


#4944

What are you saying?! Skipping the particles never did much good for anybody :smiley:


#4945

So what I’m trying to do is this.
Say for example you have a building that is crumbling from top to bottom.
As the pieces crumble and begin to fall you want them to generate smoke/dust. Right now my setup is using a particle system with a speed test which deletes the particle if it is not moving.
So as the object is falling it will generate smoke and then as it hits the ground and tumbles around it will eventually come to rest pose, which at that point in time it will not longer generate smoke.

However just for the sake of it being a simpler setup, I’d like to somehow figure out a way to just add the objects to the ffx “Object Emitter” source and have it generate smoke on the surface of those moving objects rather then the pivot of a particle. The result of the smoke being generated from the objects always looks better.
I’ve attached a max file with the example setup I use for particle systems. I’d love to get some other builds and concepts/ideas from other people on how they control this.


#4946

I think particles is offering more control over your attribs and sim in overal.
As for delete on speed threshold - sometimes its not enough - equilibrium in the middle of the arc for example. i’d use time gradient of velocity for that.


#4947

The thing is - you don’t just want this one thing happening. You’ll need to have emission when the break off, another emission when they are falling, a third one when they hit the ground - and with particles you can control all that - velocities, lifespans and whatnot. Anyway, just with an object source, you can use the effector in FFX3 to connect the velocity to smoke density.


#4948

Greetings everyone.
Some of my FumeFX experiments:

https://vimeo.com/43107437

Image preview:

http://vimeo.com/33478005

Image preview:

http://vimeo.com/38301463 (Contains also scene files if interested.)

Image preview:

Suggestions and critique are always welcome.


#4949

Valid points guys. Thanks for the comments and explanation of things.


#4950

Did a little R&D on some launch smoke just for fun. I’m happy for a first draft, but it still needs some work.

Video link:
https://vimeo.com/43137096

Image preview:


#4951

Getting some nice detail out of that Daniel!


#4952

oops, double post


#4953

Explosion I made in my never ending pursuit of photoreal digital pyro…

https://vimeo.com/43319446

And a still preview:


#4954

Nice detail! One thing that I notice too much in these things - emission is too simple. All the fuel is emitted at once and burns out at once, which feels very unnatural. Having more emissions, with decreasing volume, spreaded further in time, would break that up and look better.


#4955

that is a good point Hristo
Do you have any examples of this? I’d like to see them.


#4956

Indeed, I thought about that too. I’m trying to take it one step at a time, get that working, and then add another level of chaos on top of that. When I’ve tried juggling too many things like that in the past, I get unpredicatable results, and then when there is a problem, I can’t nail down what it is because I have so much going on at once. I am currently using a Pflow system for this explosion, but I thought about adding 2-3 going in different directions, as well as off setting their ignitions a frame or so apart. Then another system for debris, shockwave, sparks, etc.


#4957

Hi guys and gals!

I have falling objects that generates smoke as they fall. Problem is that the smoke is generated way after the objects and not on the objects itself. Can someone point me in the direction on where to fix this?
Thank you !


#4958

Can you show us your : Object source menu


#4959

Sure thing!!


#4960

Do you have try without your noise map inensity ?