FumeFX


#5261

Fumefx is not flexible enough so you have to do some extra work:

  1. Sim your main grid.
  2. Create it’s clone (don’t forget to change cache files!)
  3. Add fumfx source and 2 void sources to the clone (change their type to box and place them so you leave only slice of your 2nd grid).
  4. You can use effectors instead of void sources if you need something more specific then just delete voxels.

#5262

Nice someone actually using an FFX source :wink:

You can also use Krakatoa you won’t have to run another sim. Pretty easiy setup, same basic premise as 3ak described.


#5263

Hello guys. Does Anyone know what is the temperature value set by default in the fumefx grid without emitters?


#5264

It is 0.0, there is no ambient temperature (yet)


#5265

Btw, didn’t you try some approximation for multiple scattering in krakatoa? I didn’t mention (thanks) cause 90% uses MS and i just don’t know (yet)) how to approach it in magma mod (or at least something plausible)


#5266

You have all the necessary channel data, it is just a matter of applying it the same way the Multiple Scatter function does. I have tried with limited success, someone else I am sure could hammer right through it, me takes me a while to wrap my head around it. Man that was a long time ago.


#5267

It is 0.0, there is no ambient temperature (yet)

Thank you.


#5268

Is it just me or has it been anyone else’s experience that the Temp Buoyancy default in FumeFx is way too high? When I make a flame with default settings it’s way too stringy vertically. If I put the Temp Buoy around 0.2-0.25 and the vorticity between 0.6 and 0.75, my flames look instantly better.


#5269

Yeah you are probably right, I know there are a few settings that are similar. I personally think that the timescale default of 1.0 is too slow, or the ambient smoke color being dark grey instead of black, or any one of a dozen others :slight_smile:

In fact I always create “my” default test grid with a script that sets my general params. Which is something that I think is another of Fumes greatest strengths, the depth of its MXS is pretty deep. There are but a few functions/params that aren’t accessible.


#5270

I’d use effector - create spherical one with the same size as source, align it, and set it to multiply channels with constant (==1) and enable radial falloff.
Example:
|https://dl.dropbox.com/u/46208032/3ak_source_with_radial_falloff.max


#5271

Thank you 3ak I really appreciate that! It is what I’m looking for, but the thing is, it works only for one emitter. When 2 are mixed they eat-out each other, and I need it to work when 2 emitters intersect. But the idea is really good, and maybe I can figure something out using effectors.


#5272

I don’t think you can use effectors for more than 1 source in this example. they are too restrictive.
Use particles - create object with shape you need for emitter, emit particles inside, calculate distance to nearest point on surface of the object (fake SDF), normalize it and use as multiplier in FumeFX. I use tp so i can use custom particles channel.
You need quite big amount of particles, decent radius and low smoke value - this way you can “blur” channel and avoid popping while your multiplier gives you desired density from inside to outside of the shape.


#5273

Yeah, you’re right in both cases - using effectiors didnt work for me, and using particles did. What I did is have a spheres filled with particles, calculate the distance from the middle, the largest are on the edges for most blur and smaller are inside, the interior ones emit the most based on a track curve. Funny is I started with particles, but didn’t think of fading their emission near the edge - works like charm. Thank you 3ak! You saved my day.


#5274

So fumefx is great obviously but I’m looking at Phoenix Fd also as an option…

I’m working on a nuke and this is what I’ve got so far without too much time, there’s frames missing in the sim which I’m working on but you get the idea.

https://www.youtube.com/watch?v=4D_uEVI11SA

https://www.youtube.com/watch?v=swHP8WCJj8E

http://www.youtube.com/watch?v=bz5Th1fy8qg&feature=youtu.be

what i like most about these and Phoenix is its ability to work with Vray, both these shots are using one light with a hdri map!

Does anyone know if you can use hdri with fumfx?

oh and I’m going to continue my phoenix tests on the Aura sticky thread…

cheers


#5275

Hi everyone,

Wondering if anyone knows if this has been resolved or possibly a workaround. I’m getting the same error as below using fumefx3.x. What I’ve found is that if writing to a local drive, it doesn’t give the error. Have tested on multiple 64bit machines with 16GB ram each. As soon as the sim pushes to 4GB ram usage (total usage - max and win), it throws the error. Haven’t seen this prior to v3.x


#5276

Brian, I don’t have a solution to your problem, but I just wanted to say that the Fume explosions on your site are the best I’ve ever seen. Really excellent. Did you use particle or object emission?

Any info on how you made them would be appreciated.


#5277

Heya Daniel,

Thanks very much - your RnD on Vimeo is really cool - nice work, good progression - eh, all those blasts look cool actually. It’s obvious you have patience to get some good ffx movement/behavior, mess with shader tweaks, and pull away from default settings.

For the stock blasts, some use object sources, and others, particle. Some tips would be the following (though a lot of these are probably commonly known):

–I rarely use TimeScale 1 nor real world scale to drive parameters chosen.
–I usually have to dial explosions at full res since they come out very different from higher spacing (low fi) tests. It’s tedious, but pays off. To save time, I use the ‘slice’ method to test the cross section of movement first, then expand out to the box depth I need.
–I don’t use a lot of noise - just enough to similate ambient air currents that help break stuff up as in real life. I try to use either heat or velocity to get curling motion.
–Low burn rates of course
–Low vorticity
–Contrary to suggestions, sometimes raising the Quality to 6 or 7 has yielded mushrooming I was after, whereas 5 would not. Just depends.
–Note taking regarding RnD (i.e. v030 - changed vorticity from AA to BB; changed burn rate from CC to DD). Sim, review, fall back to previous version? push on?
–Patience. I ended up RnD’ing fire/smoke/explosions for 2 years before getting what I was after. Most of that was sim time. Morning routine - check sim, tweak for 3 min, jet to studio. It helped enable dialing of what works.
–For Multi-scattering within super large scale blasts, MS settings should be very low - falloff versus fire strength takes some dialing. Best method is to pick a frame, save shadow to disk, then render/tweak/repeat until the right amount of falloff versus fire strength is obtained. Fire shader also affects it, so it’s a parametric tweak session.
–Sleep sometimes.

Cool looking fire shader notes on your Vimeo. Fire is definately a strange beast, kind of occludes - kind of doesn’t. After messing with a bunch of fire stock all year, shader tweaks definately can go a long way.

Cheers,


#5278

Hi,

Is it possible to suck smoke out of an enclosed space?

I have a room where a noxious liquid on the floor is giving off a nasty vapour - this bit shouldn’t be too hard.
Then a hatch opens in the ceiling and the vapour starts to head toward the hatch (acting a bit like a chimney.

How would I go about setting this up?


#5279

Try to use spherical wind with negative strength to suck in smoke through hatch and void source to kill smoke behind it. It will work but don’t forget that wind knows nothing about walls so it will create velocity field that points right through wall . so you may add another wind poining to hole in wall or even more complex - stream of particles, used as velocity field (with big radius and small vel multiplier to make it subtle force).


#5280

Or use a Gravity Vector and set it to point, since 3.x gravity param now accepts negative values.

You could also play with an effector too, test smoke density values to give greater effect for more dense smoke. Or half a dozen other things to add some uniqueness to it :slight_smile: