FumeFX


#5241

read my edit of the above post! :slight_smile:


#5242

also check your render steps size! Might look similar with lower settings when scaled bigger or smaller.


#5243

Hi guys, can someone help me with this problem

I don’t want to change advection mode to advanced

Thanks


#5244

You could try a few things…
Play a little with your opacity curves/ high+low threshold so the densitys dont end so harshly.
Try playing with the jitter amount… more will diffuse the lines but might look funny if you push it too far.
Try turning you shadow bias on your lights up a little.

Otherwise you may have to look at simming a higher res grid or using WT to get the grid higher res.


#5245

Thanks Floopyb

I will check it .
Excuse my English


#5246

You can just use the $.systemscale in the listener with the grid selected - make it 10 if you’ve scaled 1000%, and everything should match.


#5247

Thanks Floopyb

solved with opacity curves


#5248

Just in case any of you guys are sick-n-tired of drag sizing your FumeFX preview window:

https://vimeo.com/52443231


#5249

Awesome script Johnny…taking all the work out of it thankfully, making it fun…:slight_smile:

Rich


#5250

As I do not need any buoyancy advecting my fluid upward (pos world Z) but into pos world X direction, I rotated my FumeFX container by 90 deg. around X.

When watching my simulations, it feels like the fluid is rising upward in world space, just as if it was using world space for calculating the direction of buoyancy instead of the container’s object space.

Is here anybody who can confirm that or give me a hint on how I can change the direction of buoyancy inside the container?


#5251

Use fumefx gravity vector helper. Buoyancy direction is -1* gravity_vector.


#5252

When emitting from a object source that is a animated Xmesh sequnace I get this same smoke line artifacts shooting out of the object always at the same frames, other then that simulation is fine…It’s a thinking particles simulation by the way, geometry was saved with xmesh.

Does anyone know a solution or has ran into this problem before when emitting from Xmesh?


#5253

I have seen this with xmesh. Do you have any modifiers on top of the xmesh loader?


#5254

None, seems like Xmesh has some weird issue with fumefx compability, I searched a lot and never found an explanation or something


#5255

Hmm, it is possible there are some strange vector lengths coming from somewhere, that seemed to be what happened to me, I had added a relax and I had approx 5 faces blow off some extreme velocities. Can you recache the mesh to see if it was just a bad frame?

You may be able to effectively control this with an effector if you are using Fume 3.+ by testing the per voxel velocity and replacing it with a more normalized value. So test velocity from min-max and replace or multiply with a less value. Not perfect solution but it may get you past that bunk frame.


#5256

Hi, at the moment I do a little RnD for a dragon flame. Everything works fine so far, except the point when the RayFire simulation starts to break apart the handcart.

Here is a little test video (~1 MB): VIDEO The last couple of frames are the important ones.
Here is a viewport preview of the whole scene (~2MB): VIDEO

When all the little bits and pieces start flying around, the FumeFX simulation starts to fill out the whole simulation container and that’s look weird.
Is there any chance to simulate the fire without spreading so much?

thx


#5257

I found the solution to my problem: I was Xmeshing the whole thinking particles instead of just the groups, now that i saved just the two groups of TP it works fine with no artifacts :slight_smile:
Thanks for helping :thumbsup:


#5258

Hi, I was trying to do some clouds, what do you think?
http://imageshack.us/photo/my-images/713/rendclouds.jpg/
https://vimeo.com/51777803


#5259

Hi guys,

  I'm wondering if there is a way to render out cross-sections of a Fume sim. I would like to render the internal volume, not just a outline of the cross-section. The goal is to do very large renders for print of the various cross-sections.

I have tried clipping planes on a camera setting the near and far this does not work for fume. Also I know I can do it with a magma flow delete node and geometry to essentially slice the resulting particle clouds. But I was wondering if there are any other ways you guys might now or can think of…

Thanks !


#5260

@AMParticles: I think you could just place a box over unwanted-to-render section of fume grid and put a matte/shadow shader on it.

edit: Supid idea - doesn’t work :frowning: - checked … sorry.