07-31-2014, 02:12 PM
sitnisati Wrote:I have checked the scene and this stepping is normal and unavoidable because FumeFX uses voxels for simulation and your mesh source is slightly sloped.Another trick that sometimes helps is to have Fume calculate 5-10 or so fames early and key the emitter's rate for the timing that you want. Maybe I'm deceiving myself - but i feel it lets Fume pre-stir the voxels a bit so they birth more oganically. Otherwise you might need to hide the source and have the effect emit through the floor or something. Also for tiney detailed fire I find emitting from a tiney detailed geometry (a geometry with most of the poloygons deleted in a random fashion-leaving only a few scattered polygons) and a tiney detailed noise map (or both) help a lot to scatter flame accross a surface more realistically.
You could maybe smooth it out a bit if you set the object source type from solid to volume.
Regards,
Kresimir Tkalcec

