FumeFX


#781

No dude,
The background is completely empty.In general my tga settings are 32bit,store alpha…but this is really weird…it destroys the look and feel of the fume in compositing dude…what would you suggest me to do?

Regards,
Entrancea


#782

Hi guys!

I think this question has to be for Allan, but can be general, well, you probably heard the new workshop of Allan. At this point, what i’m wondering is this workshop is going to be different than “hattrick” dvd set or generally same? I saw the topics but I cant be sure about this, I want to learn some advanced tricky stuffs but not sure?

Any opinion?


#783

Well, I suppose it also depends what you’re compositing over. If you’re constantly looking at fume rendered over a black background it looks like it’s got lots of detail and stands out really clearly. If you put this over a brighter background or into a live action plate you’ve got two issues. One is that the background might be brighter so your fume effect doesnt look as intense as you had previously and the second is that your alpha channel might be knocking out a lot of the strength of the fume effect. If you have a look at your fume render on black and have a look at its alpha channel you might see a lot of black and transparent grey areas - what this is doing is cutting out holes and transparent areas in the fire and letting you see some black background behind it - the thing is though that the black actually looks good - it makes it look like you’ve got lots of grit and oil in the fire. When you put the same fire over a light background though the alpha matte cuts out the same holes but reveals much brighter areas behind it so it looks really flat - it’s lost the contrast and power it had on black.

One thing I’d look at is the size of fire effect you’re trying to simulate and then how that actually looks in real life - you might be trying to get a really big powerful fire look but with a tiny fume source - the fire might look okay against black but be far too thin to have any strength against a different background. As someone suggested have a play with the opacity settings or more likely use a bigger fume source in the first place - you can use the same amount of cells in your grid but if you make a biger fume grid and bigger emitter it’ll be fuller fire and might be what you’re after.


#784

Check yer mail:) a fix for your alpha issue.

But yep, John got greats points. BLACK is beautiful:D


#785

I have an issue that needs to be worked out for some final shots that need pumped out fairly soon, so I reach out to you folks. Has anyone solved the problem working with Particle Flow and Fume wherein using PFlow to power fume, it seems one cannot specify which operator group to sim without Fume wanting to take into account any particle within the whole system.

Odd wording above but here’s an example of what I mean. I have a space battle in which PFlow powers some turrets from ships shooting at each other, standard collision operator to power a laser hitting a deflector object (ship hull) making an explosion puff of particles. I’m trying to keep fume simming on the explosion group of particles but it always wants to calculate the laser particle as soon as it enters the sim area. If anybody knows how to work around this problem or knows a potential fix I would be highly in your debt. Thanks guys!


#786

^ If you have afterburn use the aburn-pflow operator to separate events for fume… and then select the aburn pflow object for you particle src


#787

Thanks for the reply guys…I think my Fume Problem maybe solved…I turned the opacity up of the fire and Bam!Targa sequences works fine…Thanks to ur help and specially to Johnny…:thumbsup:

Reagrds,
Entrancea


#788

No problem, Entrencea:)

Little explosion been playing with.


#789

:DSweeeeet…Did you add a PFlow to make the shockwave?

Regards,
Entrancea


#790

Thanks :slight_smile:

It has two grids one for the explosion and one for the shockwave, which is controlled with a particle source and pflow.


#791

Wow guys thanks for all the help with ffx. I have had my head banging agaist my keyboard for 3 weeks looking at every post on this thread everyday and I mite have started to figure out what I want. Here are some latest works.

car explotion .6mb Qtime… http://3dglove.com/3dglove/07/transfer/fume1.mov

you tube…http://www.youtube.com/watch?v=4w2fGeMtxZ4


#792

Nice work Jimmy4d. You could try animating your timescale and boyancy to slow down your smoke after the initial explosion as the temperture drops. Also a burning tyre bouncing away would be the icing on the cliche cake :slight_smile:

While I’m at it, hello to everyone here. Great job on this thread, theres a severe lack of FumeFX material online as you all know so its great to have this resource. I’ll be hanging around here a lot I think.


#793

welcome to board dude,

btw, i was quite busy nowadays, there has been great fumefx stuffs going around here, keep it up guys!


#794

Nice Jimmy4d, initial explosion looks great, after that scale wise it begins to look like the classic Godzilla destroying town shot. Nice still image;)

Definitely dropping the bouyancy/timescale (be careful with the timescale, some wacky stuff can happen with it, big loss of detail can occur so you have to compenstate for it, the timescale is proportional, ie .5 is about equal to 60 FPS, 120 FPS = .25, 240FPS = .125, ect.) would really make it scale up better, while your playing with those keyframes add one for the advection stride too, get them smoke and flames crankin’:slight_smile:


#795

Thanks guys, Yeah thats what I need to do is slow down the smoke. Schnitz thanks for the tip man I’am going to work on that. I have learn so much from you dudes thanks again.

johnny R Your stuff just plan rocks dude. Thanks for your help that is one nice peice of info you let me have. :slight_smile:


#796

Thanks dude:)


#797

Wrote a quick (very simple) script to share with you guys:
It will randomize the playback “start frame” of your selection based on the spinners, for when you have more than one fume grid in your scene all using the same cache… so they’re not all playing in sync. :slight_smile:


 /*!
 	\file		FumeStartRandomizer.ms
 
 	\remarks	Select fume grids, then set high and low values for start frames
 	
 	\author		Brandon Riza / Ian Farnsworth
 	\author		Email: farnsworth@blur.com
 	\author		Company: Blur Studio
 	\date		   01/07/08
 */
 
 rollout fumestartrollout "FumeStartRandomizer" width:198 height:104
 (
 	spinner lowspn "Low Value" pos:[30,8] width:107 height:16 range:[0,100000,0] type:#integer 
 	spinner highspin "High Value" pos:[32,32] width:107 height:16 range:[0,100000,0] type:#integer 
 	button btn1 "DO IT!" pos:[24,56] width:112 height:41
 	
 	on btn1 pressed do 
 	(
 				sel = selection as array
 				for i = 1 to sel.count do 
 				( 
 				sel[i].offset = (random lowspn.value highspin.value)
 				)
 	)
 )
 createDialog fumestartrollout

#798

Damn sweet Ian, very useful.

Cheers


#799

ian u rock big time…now share allans history script :smiley:

EDIT: allans site is back on track…just dont get it :smiley:


#800

That is a sweet script you shared…kick butt dude :slight_smile: