FumeFX

Couple More Fume Tests

First one planetary impacts. This use pflow to set the fume containers at the particle impact points on the planet. Messy, messy, messy maxscript way to get it to work will have to find a better approach. EDIT: And I found one :)

This version runs the final update script and another script operator for impact timing.

Final Update script: Clone your grids with a more unique name easy trackability…

Code:
global theGrids pf_node_current = particleFlow.scriptRunner() if (pf_node_current != undefined) then ( count = pf_node_current.NumParticles() theGrids = $CL_FumeFX* as array--the name of your copied fume containers theGrids.pos = [0,0,-10000] --set the positions so they are off screen when not in use minCount = amin #(count, theGrids.count) for i in 1 to minCount do ( pf_node_current.particleID = i theGrids[i].transform = pf_node_current.particleTM ) )

Then the script operator for impact timing: this should go in the event that the collision occurs. ie the next event wired to say a collision op. or find target.

Code:
on ChannelsUsed pCont do() on Init pCont do ( global rlTime global curTime ) on Proceed pCont do ( p = pCont.particleID count = pCont.NumParticles() for i = 1 to count do ( --print p theGrids[p].playFrom = 0 rlTime = slidertime as integer curTime = rlTime/ticksperframe theGrids[p].playFrom = curTime - (curtime*2) -- Impact time start playback --print theGrids[p].playFrom ) ) on Release pCont do()

Be sure to use a cache op. set to View/Render Intgration step, this will ensure that the grid impact times are correct. I noticed if I didn’t use a cache the impact times were off, which makes sense since the playFrom time isn’t initialized correctly until playback has run through the timeline at least once.

Not sure if you can write to the Final step update script through maxscript, you can turn it on/off but that’s about it AFAIK. You can create the script op through maxscript. Another note you cannot use a scale operator in the flow this will jack the grid transforms and the grids will not render properly.

PopPoints QT 1.3 mb

An attemtp to get fumeFX to look like white water. Waiting to see what the krakatoa renders look like :D

WhiteWaterTest QT 4.0 mb

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Friday, April 3rd, 2009 Animation, FumeFX, Particle Flow, Tutorial No Comments

FumeFX & Krakatoa Voxels

A FumeFX smoke driven Krakatoa Voxel pass.

Voxel Pass QT 3.5 mb

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Friday, March 27th, 2009 Animation, FumeFX, Krakatoa No Comments

FumeFX Drippy Paint

Thought it kinda looked like dripping paint in 3d space.

Paint Streak QT 25mb

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Friday, March 27th, 2009 Animation, FumeFX, Particle Flow No Comments

Added a couple of TP related buttons

To the Fume & Flow Floater. The layout is a little cheap, I didn’t really want to try an add another rollout right now, I may do it later, but anyways…

More info HERE

The Thinking Particles additions are:

TP – Create mode for a TP node
TP Prop – Opens the selected TP Properties View
Bind to TP – Select a TP node hit the button, a “Select By Name” dialog opens with all scene spacewarps, select all of the spacewarps you want to bind, and click bind.
TP Help Reference - (assuming it is in your local settings – all users folder) You can change the location by changing line 493 in the file “FumeFlowFloater_MiniTP_17.ms” to the location of your help file.

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Sunday, January 25th, 2009 FumeFX, Particle Flow, Scripts No Comments

Script – FumeFX Sim and Render

Well i forgot to write a post for this. So here it is.

Starts your FumeFX simulation and renders upon completion of the sim.

More info HERE

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Sunday, January 25th, 2009 FumeFX, Scripts 1 Comment

Carpet Bomber v1.0

Felt like writing a script and this is what I came up with. Carpet Bomber Multi-Fume Grid Creator and updater. Got a bunch of Fume Containers you want to update? Well have I got a tool for you.

The basic idea is you can create a bunch of sources through out you scene adn Carpet Bomber will populate those sources with Fume Containers, and in those Fume containers you can add lights, spacewarps, geometry, ects. You can then update your grids with the basic settings or the preset loader.

More Info HERE

It should work in Max8x+ with FumeFX1.0
Tested in Max 2008 & 2009 with FumeFX1.1
CarpetBomber version 1.0

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Tuesday, November 4th, 2008 FumeFX, Scripts No Comments

Added Script

FumeFX Turbulence Randomizer, cause everybody loves random right :D

Randomize your FumeFX container turbulence settings with this handy little script.

FumeFX Turbulence Randomizer

Turb. Randomizer

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Sunday, October 19th, 2008 FumeFX, Scripts No Comments

Krakatoa & FumeFX

Messing around with the particle flow, the FumeFX follow operator, and PRT loader.

Krakatoa Pass

The fume pass.

Multiple Sources – gets chaotic

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Monday, September 15th, 2008 Animation, FumeFX, Krakatoa 2 Comments

FumeFX TimeScale Test

An old test I did with FumeFX’s timescale feature. There are things that I know now that I didn’t know then to fix some of the shitty results you get by just simply adjusting the timescale, grid size, sim steps and not any other parameters.

8.3 MB .SWF

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Sunday, September 14th, 2008 FumeFX No Comments

Some old FumeFX r&d

A Couple of test peices.

A quick duststorm test. 2.0 MB QT

The effects of a vortex space warp on a fume grid. 2.15 MB QT

A test explosion. 1.8 MB QT

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Sunday, September 14th, 2008 Animation, FumeFX No Comments

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