FumeFX


#581

This sim should be the same, other than say your opacities would look different since your adding twice as much volume and interaction would certainly not be completely correct (or if at all) Everything else is controlled from within the grid (you already know that) so you could change the adv stride, gravity, bouyancy a little bit without it looking to incorrect.

It would be nice to be able to select another container and be able to add it to the obj/src objects list.

EDIT:A quick dirty low res sample:


#582

very nice on the explosion comming from the window


#583

Thank you both, and thank you for the effort with the simulation Johnny. I agree, it should be possible to select another sim as an interacting object!


#584

hy all
i need to render fume and a fume shadow pass sepataely, the render element “SHADOW”
is fu*ked up :frowning: i get a spotty “dead pixel like” result with it :frowning: how can i tweak either my light, fume illumination settings or my render (vray/scanliner) to get proper results splitting fume itself and its shadow up into two render layers?

kindest regards,
anselm


#585

Hey Anselm, would you post a pic of this “bad” shadow pass? I’ve had some issues using MD + VRay in the past but usualy all render passes are fine.

cheers,
Bandu


#586

Hey Anselm, would you post a pic of this “bad” shadow pass? I’ve had some issues using MD + VRay in the past but usualy all render pasees are fine.

cheers,
Bandu


#587

Hey Anselm,
would you post a pic of this “bad” shadow pass? I’ve had some issues using MD + VRay in the past but usualy all render passes are fine.

cheers,
Bandu


#588

hey bandu, thanks for the quick reply! unfortunately its NDA stuff :frowning: :frowning: :frowning:

looks like the alpha is good but the diffuse is bad…i guess its no biggy to use the alpha on a black color solid…i wish i could use another render then vray…but i need proper motionblur at all matte objects :frowning:


#589

Today I made a granade explosion. Im going to add a lot of dark dirt to it, and some diffuse smoke around it as well. Hope you like it.
http://www.youtube.com/watch?v=oYc126K4-zQ

Lasse


#590

how can i split a rendering up into “fume smoke” and “shadow only”? the render element from fume works only for the smoke not for the shadow :frowning:


#591

Sorry dude, flipped back a page and saw you already tried a standard shadow pass :frowning:

Any adjustments to the shadow step size change that bad shadow pass you mentioned?

Also how does the alpha of the shadow pass look? (argh you already answered that too, no more posting when I’m out of whack!)


#592

figured it out!
u have to set ur render elements in scanline render and THEN switch to vray…they dont show up in the render element list in a third party renderer as it seems…that´s so stupid…


#593

So I am curious, what type of light/shadows are you using? GI yes or no. My workflow is a mess when I need to use shadows. I can’t get a standard shadow pass to work with Vray 1.5 (alphas always look fine). Actually can’t get standard max lights to work with VrayShadow Render Element when using a Vray Shadow, either.

Fume seems to be inconsistent when handling shadows. Once you seem to get it working right, don’t switch renderers, don’t flip the lights on and off, don’t adjust gi, gets a little frustating.


#594

Anselm, are your lights and shadows under NDA too?:stuck_out_tongue:


#595

no gi no nothing, just a simple shadow map and atmospheric shadows on of cause. i assign the render elements in the scanliner and then switch the render…saved a render preset for both renderers…its kinda hack…i wish vray would fully support the fume render elements…but tis the wrong renderer for fx stuff anyways :smiley: but im restricted to what i get here…


#596

Gotcha, I did a few experiments with shadows and vray lights (vray 1.5rc1-3), and yielded fairly good results, but was never able to get a good shadow pass with the exception of using the alpha channel.:shrug: Just need to do some more testing I suppose.

Thanks for the info:)


#597

ended up not using any render elements. just edited the vray object properties for effect shadow in one layer turning visible to camera for the fume grid off. that got me a decent shadow pass. bt was annoying to set up round about 20 shots by hand tiems two :frowning:

anyways! turned out bad ass, unfortunately i cant show anything :shrug: NDA… maybe i assemble a demo scene later on.


#598

HI. I have never figured out how to use motion blur with my simulations. Have any of you used it before?

Lasse


#599

Quick question to allan mckay or who ever knows the answer.Will Allan mckay training dvd for FUMEFX come out this year or next.thanks


#600

andrew and ian can help u out! use the “environment sphere”-trick :wink: