FumeFX


#541

To Alvin…

I watched them again, just to remember whats going on! And actually there is no exact answers to your questions but some ideas to reshape your thoughts :

First of all, They, the animations, all are in very detailed action, detail means more voxel, voxerl means more time and more memory!

Just to give an example, I’ve done 2 months ago a simple smoke pass for my deconstruction animation and the length of it was 49 frame, volume is 250 x 250 x 75.
I’ve used 0,85 spacing for this animation. So as you know there are lots of parameters that can change situtation but for my animation this simulation took 1 hour (maybe 5 min up or down) to finish… So, you got the point :smiley:

So shading is everything for an realistic achivement but the main parameter for those videos is firstly detail, more voxels…

C ya!


#542

Cryptite: Hi, im still vnew to fumefx but ill offer my 2cents see if it helps. Either a smaller spacing or more simulation steps might improve the blockiness. Or if you are using fluid-mapping then maybe make sure the map itself is set to explicit map channel unless your using object/world coordinates…

Nitrocom: It would be interesting to deconstruct those especially for fume noobs like myself :slight_smile: Especially the corridor one… I reckon the lighting/shadows there has a lot to with the effect there which is something i`m struggling with at the moment. Also, how to achieve the effect of the big round dense plumes of smoke evaporating into all those small wisps…


#543

Hey, scotland: Have you come any further on your earth-prjoct? I’m kind of curious how it turns out. :slight_smile:


#544

Scotlad, My scene scale size is incredibly small, which is why I outlined the number. Normally I try to have a Sim up to: about 900mb at most, but I was getting incredibly low-scale results, so I cranked down the spacing, which is why the number got up to 21g. Not sure why the scale is so unnaturally off. There inlies my confusion.


#545

Hi Scotlad,

Actually

Also, how to achieve the effect of the big round dense plumes of smoke evaporating into all those small wisps…

to this question, there are lots of ways to achive this:

You can add more turbulance on it an make lower the scale of turbulance

You can decrease the advection stride, which is default 0.5, making it lower means more swirly stuffs on your fluid…

You can add more additional forces to your animation like wind with turbulance…

They were what have came to my mind earlier…

You can take a look on fumeFX guide, there are lots of helpful stuffs…

I hope it helps!


#546

Lassjus: Hi, Earth project - still trying to get around fume :smiley: Really liked ur jellyfish thing btw it was excellent quality would be nice to see ur settings for that :wink:

Nitrocom: Im actually trying it now. Trying to figure out certain things like - fire shoots out of the source then seems to die out and convert to smoke, but no smoke is created where the fire is hot (cant figure that out)… If i get anything worth showing i`ll post it up…


#547

Thanks nitrocom!


#548

hi guys

i have problem with fume fx… when i start simulate fire 3ds max crashed after 40 frame .
my fire simulate is not heavy by its always crashed…

whats the problem ?

(sorry for my bad english)


#549

Scotland: Thank you. The settings were really simple, just a object emitter with a map for the smoke emition. Low amount of smoke with high density. And a wind with turbulense. Then most of it solved out itself.
To get the plumes of smoke I would also try to adjust the time scale. Higher time scale means more detail in the smoke. Low time scale will soften it out. In my explosions I have to adjust it up to 2 often, to get the right amount of detail. If I adjust it to 1 it tends to get too soft. Try to adjust this. You could also make the emitter look like the smoke you want to create. for instance, make a touros or a sphere, and a smaller sphere. Then use the compound scatter to cover the larger touros or sphere with about 50 smaller spheres. This way, it will emitt smoke which has the initial shape you want to achieve. I always use mapping as well, not shader-mapping (Which I have never grasped. Don’t know how to get a decent result) but emitter mapping.

Hope some of this helps.

Hm Mamali, wish I could help you, but I have no clue. I would try to simulate another scene, and see if the same thing happens. If not, maybe try to save the settings of the troubled scene, and make it al over, import the settings and see if that helps.


#550

hi Lassjus
im using particle for create fire ... im testing this in all scene but i have problem and max crashed.

my system information :

ram 2GB
cpu dual core (two 2.8 cpu)

sometime when max crashed i cant see any infromation for error and max closed (automatic)

(sorry for my bad english)


#551

Hey Mamali,

I have no exact answer to your question but in my work, my workstation does not run fumeFX! Well it can be related to 64bit Windows and I’m running 64bit at work!

If someone experienced something like this, please let me know, too :slight_smile:


#552

Hey Mamali,

I have no exact answer to your question but in my work, my workstation does not run fumeFX! Well it can be related to 64bit Windows and I’m running 64bit at work!

If someone experienced something like this, please let me know, too :slight_smile:


#553

Hey Mamali,

I have no exact answer to your question but in my work, my workstation does not run fumeFX! Well it can be related to 64bit Windows and I’m running 64bit at work!

If someone experienced something like this, please let me know, too :slight_smile:


#554

Nitrocom: Looks like your running 96bit InternetExplorer :smiley: Three posts for the price of one…


#555

Oh guys I’m sorry, when i was sending my message it gave me an error and I had to hit the refresh for 3 times, its the reason why They are here, sorry again!


#556

Nitrocom: Did i sound pissed off i didn`t mean to lol!

Anyway, here`s a clip of the progress on the earth/juggernaut/fumefx thing…

http://www.youtube.com/watch?v=Y2BaMZ8RzZo


#557

Mamali: I’m sorry, I have no clue. I had a problem with fume some days ago, and I am so addicted I formatted my computer and installed it again. :smiley:

Scotlad: Looks really nice! Try to make the smoke a little bit darker, and the flames a little bit more saturized. Looking forward to some further tests. :slight_smile:

Lasse


#558

I got a weird problem:

For one scene I have, I can’t see my sim in the preview window after I stop it.
Output path is set and the sim is written out on disk; also, the FFX Prefs are at default.

Anything else I can check?
thanks guys


#559

Playback range correctly set up?


#560

yes, on second thought - i got the scene setup at 120FPS for a slow-mo shot - would that affect the playback? I don’t think it should since it’s cached out on disk…