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Some options are not clear for me... - Printable Version +- Sitni Sati Forums (https://forum.afterworks.com) +-- Forum: Products (https://forum.afterworks.com/forumdisplay.php?fid=4) +--- Forum: FumeFX [max] (https://forum.afterworks.com/forumdisplay.php?fid=8) +--- Thread: Some options are not clear for me... (/showthread.php?tid=262) |
Some options are not clear for me... - ddiener - 01-12-2007 Hi, i have some questions related to some settings in the FumeFX-UI (Mainfloater). I didn´t find about them in the Reference, or i could not understand ![]() 1) In the Obj/Src-Tab "Source Area Blur" what is this ? How affects it Simulation/Rendering ? In the Simulation-Tab: 2) "Advection Stride", how does it work in Detail ? Is it what i think: Voxel A has a velocity V, its neighbour-voxel B gets the full velocity V when "Advection Stride"=1. Voxel B gets V/2, whe "Advection Stride" is 0.5 ? 3)"Buoyancy" affects, how fast Smoke/Fire rises with hot-temperatures, Right ? But when, for example, a collision-object moves trough Smoke, does "Buoyancy" affect how intensive the Smoke/Fire gets influenced by the speed/movemen of the collision-object ? Or is it only related to temperature ? 4) -> Smoke and Temerature. The "Dissipation Min. Dens." and "Dissipation Stength"-options. I know, it has to do with "how fast Moke/Temp goes to zero, fades out". But how affect the two option the Simulation in Detail ? My thought is, a Voxel with less Smoke than "Dissipation Min. Dens" gets wiped out of Smoke, something like a "soft cut-off". "Dissipation Stength" tells how fast Smoke/Temp goes down in general. Am i right here ? Thank you for answers. edit: Can no one answer that ? well, i have an additional question (this one goes directly to kesimir (i hope it´s ok to call you so, in my mind you a something like hero.. ..))It´s about multithreadig: imagine someone owns a high-end-computer with 4 quad-core-cpus -> means a 16-core-system. Is FumeFX able to use all the cores for a simulation ? l Dominik - Woody79 - 01-13-2007 4. Dissipation. Yes your rights. Say you min density is 1, and strength is 10, then the smoke fades off really quickly. Like you said, a falloff, or cut off. If everyhting is Zero, smoke stays around for ever. - ddiener - 01-13-2007 Thank you for confirmation. - Rif - 01-13-2007 Hey sorry for little delay , pretty swamped here atm .. heres what i can get out with words atm : 1) In the Obj/Src-Tab "Source Area Blur" what is this ? How affects it Simulation/Rendering ? This Option has been created because of Some Artifacts that where happening On Emition of Fluids around Moving objects Or exiting Grid Side X , Y or Z .. once Checked , those voxels around the source objects or sides grids will kill density to avoid artifacting .. You could theoricly do that blur from a script in post but that checkbox is doing it for u ____________________________________________________ 4) -> Smoke and Temerature. dissipation: Take it this way : u have a Clamp Amount of where the Dissipation will be aplied to .. If u put 50 in the min Temperature and 999 in the Temperature Dissipation , every voxel with 50 temperature and down will be affectted by 999 Dissipation strengh .. So if u want Dissipation to start on ur smoke when the smoke is below 5 in density - , u can put 5 in ur first field and the dissipation force ull apply will be affecting the smoke when the voxel density hits 5- __________________________________________________ It´s about multithreadig: imagine someone owns a high-end-computer with 4 quad-core-cpus -> means a 16-core-system. Is FumeFX able to use all the cores for a simulation ? Using 16 Cores ( 8 dual core Apexx) witch will become soon a 8 QUad Core with 16 gig of ram system under nt Server 64 bit from alpha phases and no problemo.. have fun and actually enjoy the Real Power ..You will need a special license \ build of Fume Fx to use Hi Muti Core Power .. _________________________________________________ - ddiener - 01-13-2007 Thankyoufor clearing things ! About such a multi-core-multi-processor system i´ll ask kesimir directly, once i own such a machine from hell. - sitnisati - 01-15-2007 2) "Advection Stride", how does it work in Detail ? Is it what i think: Voxel A has a velocity V, its neighbour-voxel B gets the full velocity V when "Advection Stride"=1. Voxel B gets V/2, whe "Advection Stride" is 0.5 ? Advection stride is relative to voxel size. It's quite a technical param and user needs to know that smaller strides will produce more accurate simulation. However, there is no visible benefit to go below 0.1. 3)"Buoyancy" affects, how fast Smoke/Fire rises with hot-temperatures, Right ? Buoyancy is only related to temperature and determines how fast the hot air will move upwards. Kresimir - ddiener - 01-15-2007 Thank you for the in-depth-info. |