Hmmm… odd… I’ve never had any issues opening “64bit files” in 32 bit max and vice versa. …and if I remember correctly the sp2 update for max actually added option to submit to 64bit / 32 bit in backburner when submitting a network render.
FumeFX
im using max 9 64 to create all my work, but rendering on a 32bit max 9 farm, though the farm has 64bit XP installed.
im using Deadline to submit, which has an option to use eithier flavour of max.
no problems with this set up for over a year of heavy production
cheers
sam
Hey Jerry,
Nice work dude…Although my guess would be that the fire intensity is a bit too much…also did you turn multiple scattering on?It would give a nice fall off of the fire on the smoke as well…
Regards,
Entrancea
@Ian:-Well golly…guess I have to reformat my PC cause a friend of mine tried it out and he said that the same setup worked fine for him…Oh boy!This is becoming one crazy week for me…
:):surprised:sad::eek::argh:
The above is an expression of my face right now…
@superhypersam:-Dude…I am reformating my machine right now…So after I install all the softwares and plugins back on I’ll try out the backburner issue and tell you guys…
But thanks a lot for the info dudes…
@Johnny:-Thanks Man…
Regards,
Entrancea
sorry was running late for a plane (just flew into New York from LA) didnt spot the other question about hardware. all my boxes are quad core machines with 4gb ram. nothing amazing but they do the trick. my dell m90 core2 duo 2gb ram which is what i demo at my masterclasses etc. is actually pretty good for fluids, I was suprised.
I was in vancouver at Frantic on the weekend and using their boxes they had duel cpu 8gb ram 64bit… and even just the 64bit is a huge leep I noticed, as I never compared the two on the same box. However I had to run the 32 bit max for some stuff i was teaching the guys, and then when I loaded up 64 it flew… so you dont really notice such a speed increase until you’re using it on the exact same specs etc…
actually the latest film I just finished up we had 64bit boxes but I didnt bother upgrading our xp licenses to 64bit, which i definitely will be before the next production!
bercon haha cool explosion dude!
Oh cool…Thanks for the reply mate…Allright…Yeah even I use the same configeration(quad core and 4gb) and previously used to use the 32bit XP but when I switched to 64bit precessor the sims just flew right by…I mean its remarkable to see how much the performance is boosted…Its almost like a Nitrous in a Race Car…So am gonna use 64 bit for my productions from now on…:bounce:
Thanks and Regards,
Entrancea
I just bought a quad q6600, so you folks say I should go straight 64bit? How come there is a performance difference?
he he…really the performance difference is mind boggling…Well as far as I know is that the to start with 32bit doesn’t support more than 3 gb of RAM where as 64 bit theoratically supports 128gb of Ram…and not only that 64 bit processor has more than 6times compting power than 32bit…But then again just search for 32bit vs 64bit XP in google…
Regards,
Entrancea
Aaahhh!!After much reformating and reinstallation finally my 64bit and 32bit integration works perfectly…And yes…now the 64 bit files do open up in the 32bit system and vice versa and have no issues what so ever…
Well…What a twist in fate…I guess I’d be going to Siggraph this year after all…
Cool…
Regards,
Entrancea
Hi guys! i made a new explosion shot with FFX and trust me no one will hurt by sound this time 
here
Sweet Explosion Man…Although why is the fireball looking transparent for the first few fframes of the footage?All in all great stuff…
Cheers,
Entrancea
Hi Subhrojyoti higher expansion values cause little transparency issues you can fix it in many ways, i prefer leaving it in compositing then fix it but i forgot it in this time 
yea nice explosion there, I notice that when I tend to cut off the fuel, and temperature at a specific frame, sometimes some of my smoke likes to hover around the source until it dissipates. Is there a certain way to fix this or is it easier to cover up with a shockwave, or debris effect?
Another question, to get the fireball to rise at a nice pace in the start to form the plum of smoke, I notice that my explosion rises to quickly at the end. Would I go about udjusting this by animating the buoyancy curve or the gravity, since I want it to rise quickly and then sort of hover over at the end?
here are a couple of tests I have run, you can see what I am refering to specifically in explosion01, and explosion02. the shape looks nice but the whole effect dissapears way to quickly to be believable.
http://www.youtube.com/watch?v=rGWGm6tGM54
Thanks.
Well to make your explosion stay for quiset a bit you have to animate your time scale to drop down over time say like from 1 to .2 and have very little buoyancy say about .2 or .1 to get that nice plume you want…and also you have to have an expansion like around 3 to 4 depending how big you want your fireball to be…and then you have to animate your temperature over a certain [eriod of time say the amount of time you want to spen for the fire epanding or rising up,cause for reference I was seeing the 9/11 Twin tower plane crash videos on youtube and what I noticed was that the explosion happens a lil slowly in the begining and then slows down very much at the end and also something which I am trying to get is that I saw those explosions and saw that the smoke which is created after the fire dies out is white when it first starts to form and then becomes charcoaly black or greyish black and so on…so how can I get that smoke?Also when the real explosion happens it seems that instead of one big explosion several smaller mushrooms make up a big explosion…Here I am attaching some refrence videos with this post…
http://www.youtube.com/watch?v=bgm8dNJvM6k
http://www.youtube.com/watch?v=FFxx1o84dj4&feature=related
http://www.youtube.com/watch?feature=related&v=6JrRCA-fdd8
Regards,
Entrancea
Thanks for the quick reply, You know I realized I have never even touched the time scale spinner at all, basically because I had no clue what it does. As for animating the temperature thats what I currently do. I usually have it at zero and at a specific frame have it jump to 1200 or so. but should this be a gradual decrease over time? let’s say I am siming 150 frames. I usually have it at 0 until frame 60 where it goes straight to 1200, then at frame 80 it drops back down to 0.
I will try that time scale thing right now. since I have been working on a new explosion and can’t get it to look like I want it to. It’s amazing what a .1 increase or decrease on the spinner can do.
Thanks.
Hey dude,
Well say your temerature is something that drives your fire…so if you have ur temperature starting from 0 the what you get is your fire slowly coming to form since its reading your temperature from 0 to a certain value over a period of time which means that it gonna start off slowly…But say if you start your explosion with a temprature of 3000 and then animate it to rise to 6000 over 15 to 20 to 30 frames and then animate it down over the fore mentioned frames then what you get is a noce plume that reads all that temperature and blows out…also if you specify Add values then what will happen is your temperature will be kept on being added to your explosion until it dies out…which is turn will give you that mushroom cloud effect…heres a little effect I got while experimenting with the explosion…An FFX Max preview…
http://download.yousendit.com/778C110C01DF510A
Also here are my settings…
Sorry for the messy setup of the images but I havent installed photoshop on my new XP so thats why couldn’t do a better setup…
Regards,
Entrancea