I always wanted to see Ethan Hawke burst into flames. You beat me to it. 
FumeFX
Haha
sorry for that Allan i will be fix it on next test. Spacing is 1,2 and simulation arena is 300x300x500 by the way its exciting to hear that you like it.
wreath, sim looks great…
I sended a message via msn
Catch me when you are free! I want to c your setup! 
vbmenu_register(“postmenu_4893498”, true);
Hey guys. I’m looking for some info on Krakatoa + FumeFX. I don’t have long to use Krakatoa since it’s an eval copy so I need to work quick. I’m trying to get something together for a demo reel to send to Frantic. Anyone know where I can find the FumeFX + Krakatoa info I’m looking for?
How about right here?
Feel free to ask all ya want… basically the workflow is
–Make your fume sim (can be pretty low detail, as you won’t be rendering with fume… you just need the motion)
–Use Pflow (use quite a bit of particles) + FumeFX Follow Op (export velocity for this to work), (use optional fumefx birth, but it’s a bit choppy if you have low voxel density in fume.
–Tell Krakatoa to partition our X number of partitions (generate craploads of more particles by randomly picking new seeds and saving out particles over and over till you have millions of particles… this will take a while
–Create a .prt loader, load your krakatoa sequence, and render away.
http://www.franticfilms.com/software/support/krakatoa/interoperability_with_fumefx.php is about all ya get and of course this: http://www.franticfilms.com/software/support/krakatoa/contents.php#Tutorials for the krak specific stuff.
Man lots of great stuff going on here! I have been lurking for a while but
supremepizza: I just finished up doing some r&d for a project using FumeFX+Krakatoa and it’s pretty cool. You can check out some of the tests I did here:
Krakatoa+Fume
I’d be happy to send you the scene files if you want. For info on the 2 you can find a lot of stuff here on these forums, or you may want to check out the Frantic boards as well; they have a lot of great info there. Also if you have Fume you can gain access to CGFluids and the SitniSati forums which are also another great resource.
Frantic Films Forums
Afterworks Forums
hope this helps
thats the exact way i do it usually. most of the time i dont even use partitioning. i just spawn particles with a rate of 300,000…
What is your burn rate set too? you may need to increase it just a little and add a little more burn rate variation there at the end. Looks good though nice fragments and other extras:)
Nice wreath! sound effects bonus:thumbsup:
Thanks nomad:)
Allan looking forward to those dvd’s! maybe time to light a fire under their a$$:D
Hey Solitude/Psycho which way tends to be quicker out of curiosity (going to try them both but thought I would ask) Have either of you tried both ways? Particle calcs argh, can’t wait for multithreading…
Joel, thats sweet, nice motion!
Hi guys
I think I read trough 95% of the thread there is some nice info and some lovely FX! I was experimenting Fume for the past few weeks, I find it a big relief after Mayas cumbersome fluid engine which I couldnt realy get to master but anyways Fume is nice. Sorry for the long post but its my first here and wanted to know/tell a lot.
So ill try to post a small .mov of a napalm based flame thrower I tried to get together. Its based on particles which were simulated in RealFlow. I quiet like the effect but still see major things to improve but those are more aesthetik things and there are others which are rather errors.
-I saw other people had flickering in their light scattering(like in my render), I saw a suggestion which sad to render out in targa to solve the problem (which seemed like wiered solution to me) but it did not help.
-there is also an unwanted bunch of smoke getting created at the source of the napalm(which I could mask but anyways)
The mov had to be realy small but the main thing is visible I think.
Also I have been looking at this for so long I cant realy tell what to Improve… please share any suggestions you have.
Thx
[QUOTE=JohnnyRandom]What is your burn rate set too? you may need to increase it just a little and add a little more burn rate variation there at the end. Looks good though nice fragments and other extras:)
Thanks man, Im still improving on that scene, Iam doing a another sim today so we will take another look. I increased the burn rate (not at my max pc) can’t remember what its at. I will post later my settings. I still am going to have the tires roll away on fire. I think that would look cool.
Thanks again for you help
Wanted to ask a question…Suppose if someones head is on fire and when the Effects start I want it to burst into flames and then burn very violently then what do I have to do.I’ll tell you what I set up…
I animated the Burn rate and the Flame Expansion to a high setting within 7 to 10 frames and then brought them down in 10 frames or so and I added two winds…One is a Spherical Wind with a setting of 0.8 wind strength and a turbulance of 4 and scale 0.1 and turbulance strength of 2 and another Wind which is planar and it has a strength of 0.2 and Turbulance of 2 TStrength of 1 and a sclae of 0.5.
Now I want to achieve an effect like Woods violently burning in Fire say like a camp fire…So do I need to do anything more?I’ll post my result soon with what effect I got…cause right now am simming it…
Thanks guys,
Entrancea
Ummm…Could you expalin to me what the Time Scale actually does?:bounce:
Thanks a lot,
Regards,
Entrancea
It manipulates the way the solver percieves time. If you raise it, the simulation quickens up, if you lower it - it slows down.
Allright…I see…So if I increase it then I will get a more violent fire burn…Still RnD’ing with a persons head catching on fire…
Regards,
Entrancea
Hi Guys…
Just wanted to hear if anyone, that enrolled, got their final instructions for the Fume FX - Hollywood Digital Pyrotechnics?
Yes I’m a bit anxious:scream:
I’m there too dude! Still no word on it. I suppose there will be something in the weekend, but I’m off to the mountains
See ya on monday!
P.S.: I only hope the lectures aren’t too far from European time. Anyways, will be fun with people from all over the globe, there’s gonna be some coffee burnin’ 
HI again
I realy dont want anybody to feel pushed to read/check my post its jus that I read you guys, judgeing and comenting so many efects in this thread, that I would realy appreciate if you wolud tell me what you think of my flamethrower real flow+fume test. A few of you might have missed it because its the last post on the previous page… I have spent quiet a few weeks actauly to get this one right and I feel it could be improved so if you have any suggestinons… I would realy like a few fresh eyes to check it. But anyways this is a nice thread lets not let it down…
OK is there anything with the sim that should be changed, i feel maybe the time scale is a bit low(0,8) Im not sure how to texture the fluid mapping right what should be animated within the map, and what the delay setting is good for. Also does using the advection stride with a very low (0.05,005) or very high (1,2) multiplier make the sim wiered? I cant realy grasp what this atribute does realy… I know that its the dissipation of velocity but its sure not the same as velocity damping…
well thats for now
thanks again
olip