FumeFX
Now there ya go Batch that S#*T
FFX2.0 BBQ
Batch FumeFX Sim, Wavelet, Post Process, Render, & Email me along the way script.
Something I have been messing around with for a little while.
Anyway have fun
Click the image to go to the page.
Updated FX Floater 1.06
Some changes, cleanup, right-click stuff and added some Particle Flow Box#2 tools that save me some time and agony. HERE
Box2ools Rollout

Contains:
Toggle all Particle Flow Collision Shape Modifiers
Toggle all Particle Skinner Modifiers
Toggle all PhysX Glue Bind Visibility
Randomize all Glue Bind Colors
Cycle through and Select PhysX Worlds — Right-Click Bake selected World
FumeFX Set Your Output Folder Script
Another new script, well it is part of the FX Floater but now on its own.

Updated the FX Floater
This is a revamped update of my other script Fume & Flow Floater.
It has been reworked to be cleaner as well as added functionality.
Install, info, and changes are HERE

fR IR Render Mode Test
A quick test of the activeshade interactive render mode in final render with FumeFX and ScatterVL Pro, it is obvious the more cores you have the better this performs, nice results though.
Pflow, Fume, and Krakatoa
Goopy Fume rendered with Krakatoa. Really rough, initial test, thought it looked kinda neat.

Burning Paper
Been a while, here is something…
All particles rendered in Krakatoa and colored via the new KCM (Krakatoa Channel Modifier), just a couple million with the exception of the ground plane. Mostly about flame structure and scale study but thought i’d post it.
The paper is over a million particles image mapped in pflow. The burn is controlled by a animated gradient ramp and a box#3 test. The box#3 data test samples the color of the gradient ramp object, when true (the burn line) it assigns an integer value to the particle and passes it to a new event. This integer value is then acquired by a KCM and colored when the particle data is brought back into a PRT Loader.
The fire is generated in two different passes. It consist of approx 2.25 million particles (a little overkill I might add for the amount of burn happening). The first pass, the base flames, are generated via a spawn the works with the burn line as described above. These particles are simulated then fed back through pflow to generate the second fire pass, the long tendrils. Both of these simulations are then individually saved back to separate Krakatoa PRTs. The particles data is then reloaded using a PRT loader and colored via KCM using both age+lifespan and temperature+gradient ramp.
The six passes were comped in fusion. The background, Paper & debris particle passes, the shadows, and the two fire passes. Some post blur to soften the fire particles, that’s it though.
I hope to get some more time to revisit it, I have a few other ideas I would like to implement.

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.





