smoke

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

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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