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  SL simming - progress info?
Posted by: mitchgates - 07-11-2007, 06:41 PM - Forum: FumeFX [max] - Replies (10)

When simming via backburner on a machine with FumeFx SL, should there be any kind of progress or status window? According to the help file "FumeFX will display its simulation progress window on the local machine". I assume by local machine it's referring to the SL node doing the actual simming? Or does this mean the Fume UI on the machine that originally SENT the job? Either way we're not getting any kind of status info.

Thanks,
Mitch


  z-depth
Posted by: aldred2 - 07-11-2007, 06:55 AM - Forum: AfterBurn - Replies (5)

This is the first time I've tried getting z-depth out of AB3, and for the life of me I can't. It is working in max9, isn't it? 'Affect Z-buf' is on. And objects in the same position as the AB particles are giving me z-depth no problem.

Thanks
Mark


  Max 9 AB Missing Dll
Posted by: GoadyGraphics - 07-06-2007, 04:42 PM - Forum: AfterBurn - Replies (2)

I have just installed my max 9 version of AB and I went to open up some old example files and max 9 gave me a prompt that a drag.dlm or dll is missing.

Is this normal for the max 9 version of AB?

Thanks for your help.


  Flame temperature?
Posted by: Filip Kaczorek - 07-06-2007, 08:33 AM - Forum: FumeFX [max] - Replies (3)

Ok, tried to search for a solution here but couldn't find any.
What parameter controls the fire temperature.
I mean we have the ignition temperature, at which the fuel ignites, we have the source temperature that is generated by the source an if matches the ignition temperature, ignites the fuel. But what about the temperature of the fire itself?

To put it simply - I want to ignite fuel from a burning fuel.

I got this basic setup: two sources - one generating only fuel, the other only temperature (animated on-off). I actually managed to ignite the fuel object but only in the area where the temp. object touches the fuel. The fire doesn't spread further across the fuel cloud, as if the fire temperature was lower than the ignition temperature.
I set the ignition temp to 100, and the source object temp to 300 (defaults).
Playing with heat generation, expansion, and temperature diffusion parameters seems to influence only the shape of the fire in the area near the temperature object, it still doesn't spread across the fuel cloud Sad
What am I missing, because I think I'm lacking some basic understanding of the FumeFx burning process?


  Rendering GI light without fire ?
Posted by: CHaas - 07-01-2007, 10:49 PM - Forum: FumeFX [max] - Replies (4)

I am looking for a solution for good compositing render layers. I did some fire simulation for an effect shot, everything worked fine. I modeled the shot buildings as simple deflectors and used them with matte shadow material for rendering.I just got the fire and smoke for this layer, exactly what i want. Next would be a new layer just with the GI light simulated with fume. How can i get this ? I put a white material on all buildings, no light in the scene. With fume fire i have this buildings in GI light, but i want this for compositing WITHOUT fire and smoke. any solutions ?

chris


  Afterburn for another user
Posted by: emil_vfx - 06-29-2007, 11:51 AM - Forum: AfterBurn - Replies (3)

Hello everyone.

We have a small problem over here. Since we have one license of AB and it is used by me, now another artist within the company network would like to use the plugin, while I concentrate on other stuff. How can I transfer the plugin license to his machine? There was a similar posting, but it didn't offer any solution!

Thank you for the quick reply!!!

Greets
Emil


  Fume Does not respect falloffs on forces that have them?
Posted by: lxdengar - 06-29-2007, 12:55 AM - Forum: FumeFX [max] - Replies (4)

Quick question: it doesn't look like Fume 1.0A has any knowledge of falloffs on force ranges. Is this planned at some point?

Thanks!


  Clumping with Pflow operators.
Posted by: ChadC - 06-27-2007, 05:58 PM - Forum: FumeFX [max] - Replies (3)

How do I prevent clumping when using the pflow operators?

From what I understand, the particles's position is compared to the ffx voxel grid and is "advected" to the next voxel. Rinse and repeat.

But this make strands and clumps, as the density/pressure isn't being evaluated. Two particles in two different voxels might be moved into a single common voxel, and from there on they cannot be separated and the voxels keep moving them together.

Am I missing something, is there a way to prevent this?

- Chad

BTW, I can't get the forum to work with Firefox 1.5. Is this a common?


  A pattern appears in smoke renders: How to fix?
Posted by: 4dartist - 06-22-2007, 02:15 PM - Forum: FumeFX [max] - Replies (11)

We purchased fumefx as a solution to a long time hassle with creating billowing exhaust and steam clouds from rocket launches. We have spent the last couple days setting up and tweaking the smoke with mixed results. We were able to get the shape we want of the smoke, but had a lot of trouble getting small details without getting this pattern to appear. Can anyone suggest what we are doing wrong for such a pattern to appear? I'll list some settings:
Spaceing:7
Width: 980
Length:1500
Height:650
Adaptive: on
Sensitivity: .1

Quality 9
Max Iterations 100
Simulation steps 1
Advection Stride .75
Time Scale 1

Nurbulent Noise--
Scale:1.5 Detail:1
Frames:1

Dissipation Min Dens. 0
Dissipation Strength 0
Diffustion 1

Temperature--
Dissipation Min Temp: .1
Dissipation Strength 5.79
Difusion 0

Attached should be an example of the problem.
Also we are wondering if anyone can point us to a reference that explains the each of the most important settings do?
Mostly the top few in Simulation.
[complain] It's really hard to tweak settings when you barely know what they do and that is probably based off false assumtions. The tutorial videos were of little help: it was almost like listening to a coded msg and you had to pull clues out of it to help you because it didn't deliberatly give any information. "Advectioin Stride to .1, Time Scale to uh.. 4, Now animate turbulence like so.." I wish it was like "Advection Stride to .1, the range of Advection stride is 0 to 9999 and it effects your simulation like this and that." It's only by trial and error of each option to you know if the range is from 0 to 9999 or 0 to 1 and then trying to gather what each does exactly is harder. [/complain]

Thanks for your help! Really we are getting super close, just this pattern needs to be fixed. Well for stills.. Haven't checked the animation that rendered last night.

Benjamin Schweighart


  Help in recreating the "stormy" sea.
Posted by: panos - 06-20-2007, 12:44 PM - Forum: DreamScape - Replies (18)

Can anyone help me in recreating the"stormy" sea scene that is in afterworks gallery?