FumeFX


#5201

I like a lot your cloud, nice work !


#5202

Looks great! Nice job!


#5203

Thanks guys for the comments.
I saw you have recently come out with a cloud tutorial through maxunderground Allan, I’ll have to check that out and see your process for setting these organic fluids up.

I’m still working on them a bit, I’ll be sure the post the final once it’s completed.


#5204

Does anyone know how to emit Fume from the fractured interiors of an object? Since Fume Object Sources only seem to support maps, how I do make fume emit smoke from the interior fractures instead of over the surface of the entire object?


#5205

You could set the inside fractures to a different map channel number and use that to drive the fumeFX emission.

Option two if you want to do the above method but then generate a particle system using position object and then restrict it to that map channel. With that you can then use fumeFX particle source.

Just some quick ideas. I’ll look into it more as well.


#5206

Easiest - Cache object source object and map particles to the inside faces. Way more control, you can easily stop your emission too.

Hardest - Add a Vertex Paint to your object, set it to Map Channel (#some Number) the default will be white, paint black where you do not want emission. In the object source set channel emission to “Intensity” or RG or B whatever you decided to paint. Add a vertex color map.

I would guess to say that option #1 is a faster sim too.

EDIT: Nice clouds Mr. Martini :wink:


#5207

just tried to access the afterworks site, and found it was blocked by google.

This was the info page:

has anyone else had this?
Safe Browsing

Diagnostic page for afterworks.com

What is the current listing status for afterworks.com?

Site is listed as suspicious - visiting this website may harm your computer.

Part of this site was listed for suspicious activity 2 time(s) over the past 90 days.

What happened when Google visited this site?

Of the 28 pages we tested on the site over the past 90 days, 18 page(s) resulted in malicious software being downloaded and installed without user consent. The last time Google visited this site was on 2012-10-10, and the last time suspicious content was found on this site was on 2012-10-10.Malicious software is hosted on 1 domain(s), including jbk49.com/.

1 domain(s) appear to be functioning as intermediaries for distributing malware to visitors of this site, including fenwaywest.com/.

This site was hosted on 2 network(s) including AS20773 (HOSTEUROPE), AS15169 (Google Internet Backbone).

Has this site acted as an intermediary resulting in further distribution of malware?

Over the past 90 days, afterworks.com did not appear to function as an intermediary for the infection of any sites.

Has this site hosted malware?

No, this site has not hosted malicious software over the past 90 days.

How did this happen?

In some cases, third parties can add malicious code to legitimate sites, which would cause us to show the warning message.

Next steps:

[ul]
[li]Return to the previous page.[/li][li]If you are the owner of this website, you can request a review of your site using Google Webmaster Tools. More information about the review process is available in Google’s Webmaster Help Centre.[/li][/ul]


#5208

Yeah the user forum, member login, and beta site all see this, I think there server host got hammered by bad guys.

I emailed Kreso this morning, since it is 2:30 in the morning where he is I wouldn’t expect to here back until at least tomorrow at the earliest.


#5209

owch, sounds pretty bad - hope they can get it up and running again soon.


#5210

Does anyone know how to fill up an object with smoke? Basically, if I have the letter S, and I want to fill the geo S with smoke, I am trying to have the smoke come into a hole in the bottom, and fill it up.

However, it tends to spill back out the bottom, and only a small amount of smoke actually rises into the letter. Does anyone have a suggestion on how to achieve this?


#5211

To fill an object, I’d put a shell on the geometry, and potentially increase sim steps if the fume is moving pretty fast, to keep it from seeping out the sides. You may even be able to set the shelled geometry’s object type to Solid when you add it to the fume sim, which may also help keep the fume from escaping.

I’d also avoid any holes in the geometry if you can, and leave the emission within the shelled geo, just in case.

 I filled a sphere with fume a few months ago doing this with a simple emitter and a shelled geo-sphere. worked surprisingly well. Smoke curled around the sides and filled it with some pretty cool motion and nothing seeping out.

-Dan

#5212

All better now :slight_smile:


#5213

I’ve finally made some time to start doing FX breakdowns for my shots from Ghost Rider 2. As they contain a tonne of fume, I thought i’d share it here. More to come soon…

https://vimeo.com/51842283

Cheers


#5214

every body ,fume fx moire problem,please help me,thx


#5215

In my experience, this issue comes up when your smoke density values are too high. Basically, your shadows can’t penetrate through the volume properly so they start stacking up in voxelised shapes. I’d recommend either re-simming with much less smoke in your emitter or substantially lowering your smoke opacity in the render tab.


#5216

thx very much! i solve the promblem ! thx again!:bowdown:


#5217

Problem here.
I’ve got a max scene with 15 fume sim boxes in it and its the same fume box instanced around the scene. It takes one sim box by itself around 45 seconds to render. Where as when i display all 15 of the boxes and hit render it takes exponentially longer to load all the fume boxes in order to render. I do not have a time for this render never even started. It just hung on the first render buckets throughout the night and never finished a single one. Do you guys have any idea or ways around this?

The sim box is just loaded one frame into it. It is not an animated cache even.


#5218

Hey John, from the sounds of it and from past experience, it’s probably hitting a bottle neck when it has to compute and load the illumination maps/multiscattering for multiple fume grids. So if possible, try and split the render into a few passes or optimize your fume grid settings so you don’t get a huge overhead at render time.

Also Fume 3.5 was released today! There is an update with a MultiScattering option to cast and receive which apparently lowers computation overhead. Worth a try!

There are also a tonne of awesome updates to check out, Kresmir is kicking ass!
http://www.afterworks.com/FumeFX/Whatsnew.asp?ID=2


#5219

Hi,

been a while since i’ve done anything with fume…

so I’m embarking on creating a slow large powerful nuke

here’s what I got after an hour: http://www.youtube.com/watch?v=B0Bz_ckyrII&feature=youtu.be

first thing im not sure about is the stripes within the fire seem to stutter and have a grid look to them it looks to uniform

and id like to slow down the emission and size of the smoke tendrils to give it scale

any help/tips would be much appreciated and ill update the next version

thanks

debneyink

http://christiandebney.com/about.html


#5220

Thanks for the update. I’ll check it out and see what I can do.