12-30-2006, 10:50 PM
1) :
Fuel ignition... The fuel u create it from the source .. The ignition is the treshold on the temperature reached that the Fuel Ingite to burn .. When the Fuel Burn , heat get produced .. If u want to have more Heat getting produced , u can add more Heat production and that will make the fire emit more temperature in the simulation while its burning .. the effect that this will have is if u have a Particle Cloud Full of Particle that are Fuel for example at temperature 0 .. If u r simulation Fuel ignition is set to 100 , Ull then create Another source that is having a temperature Over 100 Inside or near any of that Fuel Cloud particle cloud at the moment u want it and when this source will be created ( no fuel , only temperature ) the cloud Fuel will start to Ingite and burn from the point of impact between ur Hot Source and the Cloud Fuel.. The fire will then spread or die. If u want it to spread faster , u can ad more heat production in the simulation param so that when their is an Ignition , more heat , fire lives and propagate toward his neigbourg.. by tweeking the burn rate ( witch is the life of that fire from the moment it ignites) , gaging the fuel expension ( how much expension each fire voxels when in the "burn rate life ") , Gaging the Heat production ( of the fire when its burning ) , u will be able to stabalize a sim within 5 minutes easily controlling the Life , spread speed , igniton params of ur Gaz explosion mixture...
2) Gi Gets Produced From the Atmospherics in max from ages .. Fume volume shading is an Atmostpheric.. any respectable 3rd Party renderer should have an Include Atmospheric Option in their Gi engine to Get the Data color of the Atmoshperics and use it to Generate Gi Rays in ur scene and ur objects.. As mentioned before , Fume Fx Dev and tests where using Final Render for Max witch allow u Both , to have interesting Gi and Atmospheric Control duing rendering passes and Give u the Best Speed Optimization for Complexe Setup and Production scenes. .FFx has the Normal Object Properties Gi Multiplier ( right click \ ur favorite renderer\ Generate Gi = 0 to 5 million i guess) But also offer another Control Within the UI ( fr Gi ) that will allow u to tweek up and down the gi generation of this Grid in the Atmopheric class.
Gi receiving on the Smoke from the Fire is an Internal Engine From FumeFx Using a MultiScattering Method to get the fire bleeding in the smoke so this part is independent within ffx itself and can be gaged in the light tab.
3) spreading fire ? their is just about 400 ways of doing that in ffx so i m not sure what u mean.. phoenix is a 2 D fake Method gizmo based to make Pretty picture, in Ffx , as its a real Fluid Grid , u can either Born on an Object source with a Map on the intensity of ur fuel growing on the object where u wanna make the spread , U can Scale up a Simple FFx source , u can Create particcles over times where u want itetc...etc..
Do NOT Attempt To Scale the Grid after SIm .. Its Not recommended.. U can do that only if ur like in prod and have no time to resim and u need to give this Big 2 days Cloud Sim that wasnt Wide enough a Little Offset scale
:lol: but thats pretty much the only time i suggest it hehe..
regards,
Fuel ignition... The fuel u create it from the source .. The ignition is the treshold on the temperature reached that the Fuel Ingite to burn .. When the Fuel Burn , heat get produced .. If u want to have more Heat getting produced , u can add more Heat production and that will make the fire emit more temperature in the simulation while its burning .. the effect that this will have is if u have a Particle Cloud Full of Particle that are Fuel for example at temperature 0 .. If u r simulation Fuel ignition is set to 100 , Ull then create Another source that is having a temperature Over 100 Inside or near any of that Fuel Cloud particle cloud at the moment u want it and when this source will be created ( no fuel , only temperature ) the cloud Fuel will start to Ingite and burn from the point of impact between ur Hot Source and the Cloud Fuel.. The fire will then spread or die. If u want it to spread faster , u can ad more heat production in the simulation param so that when their is an Ignition , more heat , fire lives and propagate toward his neigbourg.. by tweeking the burn rate ( witch is the life of that fire from the moment it ignites) , gaging the fuel expension ( how much expension each fire voxels when in the "burn rate life ") , Gaging the Heat production ( of the fire when its burning ) , u will be able to stabalize a sim within 5 minutes easily controlling the Life , spread speed , igniton params of ur Gaz explosion mixture...
2) Gi Gets Produced From the Atmospherics in max from ages .. Fume volume shading is an Atmostpheric.. any respectable 3rd Party renderer should have an Include Atmospheric Option in their Gi engine to Get the Data color of the Atmoshperics and use it to Generate Gi Rays in ur scene and ur objects.. As mentioned before , Fume Fx Dev and tests where using Final Render for Max witch allow u Both , to have interesting Gi and Atmospheric Control duing rendering passes and Give u the Best Speed Optimization for Complexe Setup and Production scenes. .FFx has the Normal Object Properties Gi Multiplier ( right click \ ur favorite renderer\ Generate Gi = 0 to 5 million i guess) But also offer another Control Within the UI ( fr Gi ) that will allow u to tweek up and down the gi generation of this Grid in the Atmopheric class.
Gi receiving on the Smoke from the Fire is an Internal Engine From FumeFx Using a MultiScattering Method to get the fire bleeding in the smoke so this part is independent within ffx itself and can be gaged in the light tab.
3) spreading fire ? their is just about 400 ways of doing that in ffx so i m not sure what u mean.. phoenix is a 2 D fake Method gizmo based to make Pretty picture, in Ffx , as its a real Fluid Grid , u can either Born on an Object source with a Map on the intensity of ur fuel growing on the object where u wanna make the spread , U can Scale up a Simple FFx source , u can Create particcles over times where u want itetc...etc..
Do NOT Attempt To Scale the Grid after SIm .. Its Not recommended.. U can do that only if ur like in prod and have no time to resim and u need to give this Big 2 days Cloud Sim that wasnt Wide enough a Little Offset scale
:lol: but thats pretty much the only time i suggest it hehe..
regards,
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