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Godzilla flame
#1
Hi all-

I'm very new to fumefx and still trying to figure out all of it's nuances. The software I am using is Max 2009 and Vray 1.5. I need to create a flame shooting out of Godzilla's mouth and I'm not sure if how I am doing it is best. What I have done is put a super spray particle emitter in his mouth and connected it to fumefx.

[Image: Question02.jpg]

So I have a couple of questions.

1- I have been trying to get rid of some stepping I see in the flame. No matter what I do I can't mininmize that. Does anybody have any suggestions? Could that stepping be coming from my emitter???? See image below:

[Image: Question01.jpg]

2- The flame seems to be flying off in chunks when it hits an object. Could this also be coming off of the emitter? When I run the particle simulation for super spray the particles bounce off the type a bit. Is there a better way of achieving this than using a super spray emitter? See image below:

[Image: Question03.jpg]

3- Anticipating what the client may say what would be a method if I wanted to thicken up the flame? Imagine the flame is a consistent 12 inches wide throughout the blast. Almost like if the flame was a log that did not taper. What should be a good method for achieving that look?

Here are my settings:

[Image: QuestionSettings-01.jpg]

Any help/guidance would be HIGHLY appreciated.

Thank you for your time,
Andrius
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#2
try turning up your Maximum Simulation Steps from 1 to 3 or so to get rid of the stepping
Maybe try upping your time scale to around 3 and your expansion to 2
Also turn off the fluid mapping! you arent even using it in the render settings. Its just making your files 10x-20x larger!
Jordan Walsh
VFX Technical Director

Showreel 2012
Check out my scripts on ScriptSpot!
  Reply
#3
Hello,

You can try to align FumeFX grid with the flame direction and use gravity vector as it seems you voxels are very big.

Kresimir
  Reply
#4
Jordan and Kresimir, thanks for the tips! They were both very helpful.

Andrius
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