FumeFX


#941

http://www.turbosquid.com/FullPreview/Index.cfm/ID/384802/&utm_source=Newsletter&utm_medium=258&utm_content=FumeFXdvd&utm_campaign=3B4S84


#942

Yup!Got my copy…brilliant stuff…

Regards,
Entrancea


#943

Guys, I have a FFX workflow question:

With small scale effects, with grid sizes of about a 1x1x1m, I have no problem with making the spacing larger (low res), adjusting my effect, and then reducing the spacing (mid res), making small adjustments, and then going high-res for the final effect.
But with larger scale effects, grid sizes above a few meters, low res grids produce a result that is far removed from what mid res and high res grids produce. The result is that I need a slow sim even at the starting stages of the effect build, when I need to tweak a lot, hence sim a lot.
Is there a way around that? For example, to scale your scene down, then scale up when you have a rough version, and sim with the bigger grid? I know CPU power is the solution, and I intend to buy 2 Core2Quad boxes when the Q9450 comes out in March, but until then I’m stuck with my C2D E6400.

Thanks!


#944

Phsyco allready bought it… :thumbsup: they put up samples up nice


#945

I’ve seen this tutorial sneak peack by Allan ( http://www.turbosquid.com/SiteFiles/Tem … ample.html ) and was wondering why he’s using quality 10 and max. of 200 iterations for simple fire.

it makes no sense as user would save hours by using quality 5 and max of 100 iterations and results will still be more than very close


#946

Well, Rif, that´s maybe true, don´t know. But anyway, I love Allan´s DVD, it explains a lot to me and is the ONLY videotraining available for FumeFX, the one that ships with the software is rather bad and doesn’t explains so much.
Looking forward to see DVD 2 and 3, keep up the good work Allan!


#947

Allan…what was the config of ur machine that you used to make the tutorial…I finished the tutorial and its damn good:thumbsup: …got a whole bunch of information…right now trying to creating a plane plunging downwards with its engine caught on fire…Will upload a preview when its done…:smiley:

Thanks Mate,
Reagards,
Entrancea


#948

Hey Guys,
After watching Allans Fume Tutorial did an Explosion…Mid Res sim…Comments are appreciated…:smiley:

Thanks and Regards,
Entrancea

http://download.yousendit.com/A46FA9D333E4A0D8


#949

Sweet man that looks Great. I think all of our Explosions will improve thanks to allen’s cd.


#950

Thanks Man…Yeah…Thanks to Allan now our skills would really kick up…So my current project is a plane crashing in the ground…so what I’ll be showing is a plane with its engines caught on fire and then coming towards the ground and crashing on the ground and exploding…Will upload it one its done…

Cheers,
Entrancea


#951

entrancea nice work mate keep up the great work
I’m glad everyone’s enjoying the fume fx dvd so far it’s been a big hit!

I take it all of you are going to be at siggraph this year? should be a big one in LA!


#952

Allan,
Thrilled to hear that you liked it:bounce: …But am gonna keep improving on it…Well Siggy is gonna be a far thing for me since I live way far in India and it would be a lil difficult for me…Though would definitely love to go there…

Thanks and Regards,
Entrancea


#953

Hey guys,
Quick question…I am using XP64 bit on my machine and my render farm has 32bit XP…so lets say If I send my scene off from the 64bit version to the render farm through backburner then will it work?Or Viceversa…

Thanks Guys,
Regards,
Entrancea


#954

Sure will.


#955

Oh cool…Thanks man…:thumbsup:

Regards,
Entrancea


#956

Altho I guess u have to open your file on a 32 bit machine to be able to send it to backburner. Or vice versa.


#957

Oh no…I was wondering if I could send my file from a 64 bit version to the 32bit render farms or vice versa…:smiley:


#958

That’s a negative. It’d have to be added to the render queue again from the 32 bit program due to the difference in floating point calculations that are pretty different between the two. Best bet, and what I do, is to just set up the less intense renders on a queue that uses your slower computer and vice versa for the high-end scenes and 64-bit workstations.


#959

huh…well watcha know…and here I was thinking that my job was half done…and also Max 64bit files wont open on 32bit Max…but plus point is Fume simmed on a 64bit machine can be read by the 32bit MAx just fine…so what I figured was that I’d sim my Fume data in the 64bit and send it off via the 32bit…That way my sim and render would both get done quickly…just the buggy thing is I have to keep switching between operating systems…well have to wait a few more months till our studio switches to 64bit XP and all…But thanks for the reply guys…Pretty xtatic today…my 7th sem results came out and seems I scored quiet well…only one more sem to go for college to get over…maybe thats why I’m writing this huge post…:D…

Thanks and Cheers Guys,
Regards,
Entrancea


#960

Here is my exploding trash can http://www.niksula.cs.hut.fi/~jylilamm/graphics/FFX_Explosion_02.mov

I think the problem that causes its brighntess to vary unnaturally is that I have few spikes in my opacity curve, it looks good on still (adds some detail) but with animation which has gradually fading fire like explosion it doesn’t come out that well.