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fumefx and particleflow move on a spline - 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: fumefx and particleflow move on a spline (/showthread.php?tid=282) |
fumefx and particleflow move on a spline - chris - 01-24-2007 Hello I'm trying to create smoke that is going on a animated path (smoke is kind of living creatures) How i could do that? I made some test and smoke is looking good but not going on a path or, particles nice going on path however smoke looks really bad. Does anybody have idea how to achive this effect, any exaples? I will appreciate for any help. best Chris - joconnell - 01-24-2007 Animate a fume emitter going along the spline and let it leave a trail or maybe animate a spherical wind with a negative strength to suck the smoke into it? - sitnisati - 01-24-2007 Hello, We had some script that was able to do that a long time ago. I will try to make one later this week and post to the members area. Regards, Kresimir - Guest - 01-24-2007 Hello Guys Thank you for your answers. I've going to keep closer to effect that i like to. However script will be nice ![]() ahh..i forgot to say: I'd like to smoke to be like some "live creature". It can push something etc. Thanks again, chris - ddiener - 01-25-2007 Anonymous Wrote:Hello Guys I would do that with PFlow - let PFlow emmit Particles with the smoke. Then look at you Max-DVD. There is an example script, "particle.ms". It makes, for example some Spheres, moving with PFlow. Now you could use Reactor with the Spheres as a collision-force. - Rif - 01-25-2007 hehe.. or u just simply use some particle path follow operator in tp and get some real voxel based rigid body right away without going outside and 2 stepping.. For killing smoke u could either use the script like kreso is saying following the emitor or just born a certain amount of particle offset - X frames from the rule based path follow method dumping into a "deleteFFx" Group .. this group can be used in negative values to kill behind and colder the solution etc.. as mentionned below.. but ya.. not everyone has it.. - Guest - 01-27-2007 Thanks again for your tips. They are very useful. I have made quite close look what i'd like to. However still working to improve it. Unfortunatelly i don't use TP, just PF ![]() Chris - smokey - 03-27-2007 Hi Sitnisati. Assume you had some animated particles from a splash (something big falling in the water) and you wanted to use fumefx for rendering these particles using the particle source. Would it be possible with your script to make the fumefx particles follow the 3ds max particles so that it looks like water, splashing away? - Rif - 03-27-2007 i would do it the way around .. ( particle follow the Fume Splatch witch is pretty much simply the follow Fume Fx operator) .. But if u absolutly need to make the FumFx Flow Follow the Particle Motion , then i would Sim both the particle Source with a Follow Operator and the Fumfx grid at the Same step , witch will update the Fumfx Position with the Current step Position of ur particle sYstem motion.. i dont see the usage of a script needed to do that.. cheers - smokey - 03-27-2007 but the splash hits 3dsmax-particles in all directions and not only in one direction....or did i understand something wrong? And i don“t have TP. |