FumeFX


#521

I have modified your scene a bit. And I added a object source instead. You will have to animate it your self. :wink: I don’t know if this is exactly what you were looking for, but take a look at it and tell me what you think. And sorry for the late reply. Lots of work at school and no internet-connection at home. :slight_smile:

Lasse


#522

Thanks man thats a lot better.. It seems that using your little cone geometry as a source rather than the simple-sphere made a big difference. I noticed u set the spacing really small too and surprisingly it didnt kill my pc which it did previously :slight_smile:

So, i path-constrained it to the circle spline and it looks much better/finer. I have another couple days to work on this (learn fume smoke-trails in a week yeh right?) so i`ll be tweaking things a bit further.

For example adding a spherical gravity force into the sim. I tried this before and it seemed to drastically increase the calculation times - do i just add the force directly into the fumefx UI yeh? And also adding the globe sphere as a deflector so the smoke settles nicely onto the atmosphere (with hopefully some turbulent/wispy swirls if all goes well).

Thanks again and no doubt i will be back shortly :slight_smile:


#523

Very nice to hear that you like it. I though a cone would work fine because it is quite similar to the shape of the smoke you want to create, right…
Yes, try to add a spherical gravity, and just add the earth like you add sources and forces. Think it will look good. :slight_smile:
Promis me to post your results, and the progress as well please. :slight_smile:
What are you going to use it for anyway?

Lasse


#524

I have made a little test with a friend of mine from school. The simulation time was surpriseingly long, and I think it turned out pretty good. The only thing I can point out is that the smoke does not look good after my friend touches it. Well. Tell me what you think…
http://www.youtube.com/watch?v=BGBrsbWCoXc

Lassjus


#525

I made a new animation this evening. Really productive today. :slight_smile: It is just a little fire, but I tried to make it look realistic to the environment… Please feel free to write some feedback. :slight_smile: I don’t know which of these are best, so I post them both. My personal favourite is the last one… :slight_smile:
http://www.youtube.com/watch?v=J7Up321k0BM
http://www.youtube.com/watch?v=DQtKBY9vr8I

Cheers


#526

How do I connect a PFlow with Fumefx? Every time I try using a Particle Src with my PFlow it just ends up creating small glowing pieces of fire instead of turning all particles into fire.


#527

hello! i had the same problem. i just kept seeing puffs of smoke and fire instead of a fluid like animation.

what you need to do is simply play with the settings under simulation notably fuel burn rate, expansion etc.

its trial and error but it wil def improve on straight linking pflow with fumefx and simply simulating.

hope that helps. peace.


#528

What you need to do is either turn up the radius, or turn down the spacing. That will help you out pretty well. Expansion can work as well, but I would personally go for the spacing. And maybe you want to turn up the amount of particles. A tip would be to let the particles spawn into 5 more particles, or so, this way you can keep the shape of the particlesystem you are allready happy with, and increase the amount of particles. This also makes the particlesystem look a little more random (maybe).


#529

Wow, just set a new personal record: 108 frames of caching = 18gb…that is only one of my 3 particlesource layers… :smiley:


#530

man… was that straight pflow caching or fume sim cache or both?


#531

hey bro! how is it going?

yeah it is straight fume sim cache…thats wired :smiley:


#532

Eh eh!
On a shot I’m working right now, 150 frames, I have 229 Gb of FumeFx sim data, incl fluid map.


#533

Hey PsychoSilence, ur writeup/guideline thingy for freelancing was great, thanks for that! Realy fresh and honest… Nice to see such openness in this industry… :smiley:


#534

Hey Scotlad, thank you very much! I´m very glad that people read it and further more maybe follow some of the advices… :wink:

@ grury: u won! :smiley: are u allowed to talk about the shot?

kind regards,
anselm


#535

what guide? I wanna read it. that much data for that amount of frames seems a little high to me but what do I know I only do realtime fx these days. physco la is on fire dude check it out http://lafd.blogspot.com/2007/10/interactive-map-of-southern-california.html

there trying to burn me and sol to the ground.


#536

that article:
http://www.cgarena.com/freestuff/tutorials/misc/freelancers/index.html :wink:

yeah f*ck that fire…hope everybody is well :frowning:


#537

dude its crazy over 300,000 acers burned over 500 homes burned over 300,000 people avacuated. its crazy.


#538

Basicly theres this guy covered in some sort of burning slime, then just crumbles and turns into dust/smoke. Have a few passes of smoke, coming off the guy first, and then other passes for when he’s desintegrating. On top of that have a few krakatoa dust passes. Pretty heavy stuff, n only 150 frames long.

Cheers.


#539

Hey everyone!
I apologize if this has been asked before, but in the Afterworks Gallery, http://www.afterworks.com/FumeFX.asp?ID=13

The two simulations on the very left, the corridor sim and the fire torus sim - I have a few questions. Do you guys know:-

  • what kind of simulation times will be needed to achieve such a detailed effect?
  • Is the detail caused by shaders or purely from the simulation?
  • What kind of voxel grid would either of these use?

Thanks!

GW


#540

Hey guys, I’ve finally gotten around to mostly indexing this thread.

As such i’ve updated the main post with a Table of Contents akin to the Mental Ray thread so everybody can navigate around the thread a little easier.

In addition, I’m having a bit of a scale vs quality/blockiness issue that I’ve still yet to figure out. Maybe I fail to read the thread correctly, but has anybody got any ideas on this one?