FumeFX


#921

Send my f**kin’ best wishes then :slight_smile:

@Allan: Hallelujah! I hope the next ones are coming, too :smiley:


#922

Greattttt news :slight_smile: Thanks allan i was waiting for this DVD since long time and finally its out.


#923

Thanks, at least it’s out. Is this the only one or does Allan plan to do more of them?


#924

A link to Allan’s new Fume FX DVD. Looks great Allan!

[b]http://www.turbosquid.com/FullPreview/Index.cfm/ID/384802

[/b]


#925

that’s great news Allan this should be a great Training DVD.
1 question Allan : How do you feel about this latest training Dvd ? In terms of the way you present your lessons ect…

The last Dvd I got from TS (on using pflow) has some Technical issues low video/audio quality on some lessons, and the speed at wich you where clicking buttons all over the place made it hard to follow along .

And one more shot at TurboSquid after waiting all this time to release the DVD, guess what ? they release it on a friday and we have to wait another 4-5 days to get it from the mail …NO DOWNLOADABLE FORMAT !! Jesus Lord :banghead:


#926

Hah guys don’t know if anybody has noticed, but… There I stand peacefully at 2 AM watching blur’s frontlines trailer for n-th time, and I decide to go frame by frame, just when the artillery fires, to check out the FumeFX explosion. And I am skipping frames carefully, when I see the attached image! Now that’s obviously the blur folks and their easter egg! Now what are the chances of seeing that! Just to let you know guys, I’ve found your little treasure :smiley:


#927

haha… i’m pretty sure that’s not blur though. :slight_smile: We’re thinking the game company must’ve added it after we handed it off.


#928

Damn. I had this suspicion, judging from the skyline, but I still hoped it is you guys :slight_smile: Well no matter, it’s still funny though. And the FFX stuff is good in this vid.


#929

heh yeah thats not blur unless everyone got facelifts

Solitude - speaking of which, I’m going to be in LA week after next, I told Kirby I’d see if you guys are up for lunch or something.

malcolm7 - hey mate, yeah the advanced vfx 2 dvd I recorded was right in the middle of filming superman returns, so unfortunately I was jumping between canada, australia and the US on a weekly basis, and so it might have made some inconsistencies. this disc I’ve recorded on one machine, taking time off to record the entire thing so it should be pretty good. and everything is slowly paced out so it should be easy to follow. I hope you like it!

As for downloading etc. I could talk to them about adding that feature, I’m guessing they’re afraid of making it one step easier for piracy perhaps, I’m not entirely sure. But I think in this day and age that option should be there for people who want to grab stuff quickly. I’ll see what I can do!


#930

Hale the fire GOD… Allen you are so modest and so willing to help people and please everyone.

Thanks so much from all of us. I know I speak for everyone.

Now lets all blow up stuff…


#931

Well, I bought my copy. :thumbsup:


#932

I don’t see anything about Frontlines on their site - got a link? :smiley:


#933

http://www.gametrailers.com/player/24046.html

And the breakdonws on Brandon Riza’s site:

http://brandonriza.com/3DVisualEffects/HTML/3DVisualEffects.htm


#934

[left]Hi, I’m new here, so im sorry if anyone have allready answered my question, anyway:

I have just recently got FumeFX and I'm running it in max 2008. I am trying to make a simulation where i have particles emit from a point in space with a find target test. They are supposed to inpact on a planet and create these "nuclear explosions". But when I start the simulation these funny looking fire "pufs" are created after the moving particles. What should i do?

[img]http://img165.imageshack.us/my.php?image=fumefxstrangesmokepufs0af0.jpg%5D%5BIMG%5Dhttp://img165.imageshack.us/img165/2005/fumefxstrangesmokepufs0af0.th.jpg[/img][[img]http://img165.imageshack.us/img165/2005/fumefxstrangesmokepufs0af0.th.jpg[/img]](http://img165.imageshack.us/my.php?image=fumefxstrangesmokepufs0af0.jpg)
[/left]

#935

So you’re emitting particles and fluids from those particles - and you want it to be more of a continuous streak?

its hard to tell from that image specifically what the problem is, however firstly check your particles are emitting enough not to form a gap like that. Otherwise obviously you’ll have that problem.

Also if you go into your fume fx simulation tab, go down to simulation steps (it’s up the top) and adjust this to 2 or 3. This will make it sub step the simulation so you get less gaps when emitter objects are moving too fast for the simulation steps to keep up.

But more importantly, when you’re emitting from particles, keep in mind what it’s doing. It’s creating a particle which is an emitter for fume - so each time you create one, its a new emission of fuel. So if you’re trying to create a streak of them make sure the oldest one is at the top, rather than trailing behind an object etc. Its just worth mentioning depending on what you’re doing.

pflow and fume do not have a lot of control over eachother at this stage - Let me know how you go with this


#936

Im not on my workstation right now, so I havent tested these things yet, but I do believe that the simulations steps are my problem. The one particle i have in the render is the only particle there. I want to keep the particle count down as much as I can. I got the idea of creating a trial of particles right after I posted the thread, but that will take ages to calculate, so I’ll try the simulation steps first.

Thanks for the help amckay. I’ll post results later when I have the time. Thanks again!

Cort3z


#937

Hi,
I’m trying to create a loopable animation of a flame. The reason for this is to put an animated texture on a plane and make it behave like a billboard sprite - always facing the camera thus useable for reducing render-times (many torches and other burning stuff on screen) and even real-time-environments.
To accomplish this task I tried changing the out-of-range types to “cycle” and “ping pong” - to no avail.
So how can I adjust the simulation to stop it from growing. I’d rather have some instant flame - an eternal flame so to speak.


#938

Sounds good… just give us a heads up the day before or so. :thumbsup:


#939

Suzume: What id do is create a constantfire` animation in fume, render out a segment of it (including alpha), then in AfterEffects or whatever duplicate the clip, fade it out on one layer and at the same time fade it back in on another layer so that it ends on the same frame as it starts - hope this makes sense :slight_smile:


#940

It does, and that’s what I’m doing now. Thanks. :slight_smile: