FumeFX
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

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.

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…
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.
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.

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

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.



