FumeFX


#561

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…Again, I can see the sim in the preview during calc time. As soon as I stop and click the viewport it’s gone - tried re-installing already.


#562

sorry for the double-post


#563

Hi there,

I experienced the same problem before and to be honest I ve got no clue about it, as I said earlier in my office, my workstation can go crazy about fumefx and even cant run it on 64bit, I think it is related to 64bit, cause I have no another explanation :slight_smile:


#564

it must be file-related since it’s working in other scenes, i am running max9-32bit

thanks for your suggestion!


#565

No other idea, sorry. Had this only once and this was related to the playback range.


#566

http://www.youtube.com/watch?v=2e3TXhFl0hM

Hope you like it!


#567

Awesome! You guys should post some tuts.


#568

Nice! I’d LOVE to know how that simulation is set up :slight_smile:


#569

Thanks. I’m still working on it. Adding some light dust-smoke and some sparks, plus making the actual explosion a little bit more random.


#570

[left]Very good stuff, keep improving dude :slight_smile:
[/left]


#571

Thank you. Hope I have the time to post something tomorrow as well. Whish I had more ram. I have only 1 GB of ram, and a really slow lap top. :frowning:


#572

Hey Lassjus, I’m curious what method you’re using for your explosions…? Simple src, obj src, particle src…??? They look great btw!


#573

Very nice:thumbsup:


#574

Hi. Normally I’m using a mix between particle src and object src. The object src to make the actual fireball, and the particle src to make it look a little more random. I usually use a torous as the object. That way, the explosion gets the right shape for a mushroom movement right away. :slight_smile: Glad to hear you like it.


#575

Looks great m8 well done. Be really nice to see that extra level of dust and shrapnel accompanying the blast itself too…


#576

Hm. I’m rendering a new one, with higher detail. Looks good, but my comp just manage to simulate 34 frames before it runs out of ram. I will borrow my friends comp for the simulation of this, he has 4 times as much ram :slight_smile: I wanted to add a bunch of white smoke, but the problem would be to make it react to the explosion, because I cannot have two different-coloured smokes in one sim. I think I will have to make a mesh version of the explosion that can drive the smoke.


#577

Sounds like a good solution (a mesh version)


#578

Hope so. A little difficult to do, but shouldn’t be too hard. How is the earth project going?


#579

Not the ideal solution but have you tried just adding another container, src, and running the sim?


#580

Edit: Sorry. I missunderstood your post. I’ll try again. YOu mean to add the same emitter to the next container. It could be posible, but Im afraid it will simulate different. I have not tried it yet. Still working to get the actual explosion to look the best I can. :slight_smile: But I will have it in mind. Thanks. :slight_smile: