You rock, buddy!!!
FumeFX
A little question that might be silly but it’s got me wondering.
What are the advantages between AfterBurn and Fumefx?
I mean what does afterburn offer that fume doesn’t… in becoming good with fume
would I then need afterburn at all?
sweet thank you dude…
I worked on this sim with all of your advice and imput. The flames after the explotion were to big. Godzilla city like sorta. I think this is a bit better what do you guys think…http://au.youtube.com/watch?v=OSD9ll4akdw
Hordak that is a good question. I would never give up my afterburn.
Looking good Jimmy. The debris and camera shake are really bringing it together.
Mabey try lowering the time scale and burn rate a little to get more of a rolling fireball that burns much slower than the explosion at the start.
Also if you haven’t already done so, in your lights shadow parameters turn on atmospheric shadows to give the smoke a nice feel of volume.
Great work so far dude.
Hordak:
I havent really used afterburn much at all but I suppose the main difference between it and FFX is that fume FX is based on a fluid system to calculate how each voxol interacts with those next to it which means lengthy simulation times and the possibilities of the plugin are limited by the resources in your computer.
With afterburn, instead of creating a perfectly realistic sim your actually trying to fake the effect using various animated procedural maps and will take it’s movement directly from a predefined particle animation or other object. Therefore it’s a lot less of a memory hog than fume fx and is the more realistic option for effects that Fume would take days to simulate and then crash when you run out of memory.
I hope this makes sence and if I’m completely wrong someone please correct me 
A little question that might be silly but it’s got me wondering.
What are the advantages between AfterBurn and Fumefx?
I mean what does afterburn offer that fume doesn’t… in becoming good with fume
would I then need afterburn at all? [QUOTE][/QUOTE]
Well, the obvious one is AB is a volumetric puffy cloud generator, so it has volume in itself and this volume cannot be easily driven like in FFX…
FFX is a fluid simulator, however, AB is totally about being volumetric Puffy Clouds…
You cant simply create a realistic camp fire or any kind of other fluids in AB, like you do in FFX! The main reason, which i believed, that they created fumefx is, AB cannot match the needings of voxel factor…
thanks Schnitz, what do you mean by time scale? you mean the frame count?
I’m confused
sorry for the mental block. I just need to be sure.
As far as afterburn goes, man its a lot less on me ram and hard drive space. But fume is the whip, flat out man.
The time scale is under the simulation tab in the FFX dialog. It controls the speed that each voxel will complete it’s life cycle so it controls how fast your flame will expand, burn then turn to smoke and rise. So if you wanted to make something like a slow dry ice effect youd turn this down but if you wanted to make a fast fire effect like a rocket engine that burns fuel really fast you’ld turn it up pretty high.
What I was suggesting for your simulation is that if you animate the time scale so that just after the peak of the explosion, say about 8-10 frames in or so, drop it by about a third and you’ll be able to see more detail in your fire and smoke as the temperture starts to drop.
I can post an example scene if I’m not really explaining myself very well.
Keep up the good work.
–Ronan
hey guys just an update on the fume fx dvd. it was meant to be out well and truly before xmas, however still isnt out. I’m not entirely sure why as I delivered it about 2 months ago or longer. So I expected it to be well in the hands of everybody by now.
I’ve contacted Turbosquid but havent heard anything in the last few weeks so ‘hopefully’ something is going to happen soon!
That has been asked before, you might use the search
Technologically - AB is a volumetric renderer, that renders puffs moved by particle systems. FFX is a fluid simulator and renderer. The preactical difference is that with AB you can make all kinds of volumetrics and use the controls in particle systems to drive them, which can be convenient. Clouds, weird environments, contrails, explosions, fog, etc. On the other hand FFX’s fluid solver gives you the physically correct looking behavior of fire and smoke, so you can get all the nice detailed and realistic movement. FFX is NOT intended to replace AB, they are just different things, and are used to do different jobs.
@Allan: We are holding our breath
Also, I’m in your course! Now that will be fun.
Hah at least I should have noticed that it’s you writing that
Man do I feel like an idiot now. Oh well…
Too bad, those Turbosquid guys dont seem to be a very professional lot. I’m still waiting for a reply on an issue with PFlow Tool Box that we bought some 8 months ago…
Thank you so much dude I will work on that today. that is going to help a lot.
This fourm rocks!!!
allen,
yeah …you did your part, I’m still holding my breath man, can’t wait.
haha jesus I loaded it into a tab and went back to scripting, didnt realize my speakers were cranked up haha scared the shit out of me
great work looks awesome!
how detailed is the voxel res on that ?
RE: DVD - yeah I’m a bit ticked off to be honest. As I’m completely out of the loop about whats going on too. I’ve got a good relationship with TS and like how they work most of the time. However … I’d like the thing to be out already
just wrapped on a biiiig feature film that is like 99% all fume FX! big vampire film with Ethan Hawke and Willem Dafoe. It should be out later this year. I think personally its my best stuff so far. learnt so much having to fight fume FX all day long : )
Finally going to hopefully be able to get back on forums, maybe catch up on what everyone’s been doing! hell I’m still using max 8!!