Fume Waterfall test

Still needs a bunch of work to get the look right. Just a quick render is too see how it looks in motion.

waterfall QT 6.5 mb

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Friday, April 10th, 2009 Animation, FumeFX, Particle Flow

4 Comments to Fume Waterfall test

  1. Hey there,

    Awesome waterfall, with the right shading I think you are arent too far from something that will work in most cases :)

    Are you planning on making any guides for FumeFX? Im about to spend more time trying to figure out the key to control it but it seems like a heavy thing to even make tests with.

    - Thomas

  2. Thomas K C on June 15th, 2009
  3. Thanks Thomas :)

    I would like to whip up some demo scenes but seriously lack the time to do it. There are currently a few training modules out there already, with some pretty good content. If you are on 3ds Max Subscription, there is one by Allan Mckay, it is the training section, some good info, also he has a couple of DVD’s you can purchase and download HERE

    I can however offer a tip on control…particles, either Particle Flow or Thinking Particles, also mastering the use of simple sources is definitely a plus.

  4. admin on June 15th, 2009
  5. Thanks! Ill look into it :)

    Can I ask, the waterfall effect, is the fumefx created based on a particle setup of the waterfall or?

    Im having my problems controlling the fume based on particles hehe, when its created on mesh its a lot easier i think.

    Or maybe the trick is to use the particle shapes rather than the particles themself?

    thanks in advance

  6. Thomas K C on June 18th, 2009
  7. The waterfall itself is done with particle flow and a particle source. The mist is controlled with a Simple Source. So the two will interact when they meet.

    A couple important things to consider when using a particle source, you have control over the size vs. age by using the AFC curves, each particle is basically considered its own emitter, just as it would be if you used an Object Source and a piece of geometry.

    Particles give you more control on a micro scale, you can easily emulate an Object Source emission just by birthing particles from a piece of geometry and control the look by how dense you birth your particles, as well as control the birth by texture giving you nice variation (much like you would birth fuel with a map and an Object Source)

  8. admin on June 18th, 2009

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