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  Dreamscape Foam Problem
Posted by: Filip Kaczorek - 04-15-2009, 09:31 AM - Forum: DreamScape - Replies (1)

You say you created Reactor water????
You don't need reactor for it - use Dreamscape's built in dynamics solver - that should give you foam Smile


  Change Object Type by Maxscript?
Posted by: Jordan - 04-15-2009, 06:35 AM - Forum: FumeFX & NodeWorks [max] - Replies (1)

Is there still no way to change an object "Type" from Shell to Solid in maxscript with FFX1.2? I have a tonne I need to change Sad

There almost needs to be an object helper similar to object source that you can add MULTIPLE objects to that have the Type option and only act as deflectors, not sources


  FumeFX expansion???
Posted by: UbiGuy - 04-14-2009, 09:52 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hi!

I working on something similar to this...

http://www.thewe.cc/thewei/&/images3/20 ... 273230.jpe or this
http://www.theage.com.au/ffxImage/urlpi ... raq8,0.jpg or this
http://cache.daylife.com/imageserve/0fr ... x/610x.jpg


I can get the mushroom and hard look but not the expansion over the time… The gaz expand at start with the fuel expansion, but after the column stop expand and look like a tube… I know FumeFX is not a compressible fluid system.. Did you think it will be possible to add some expansion vector to the solver? Or if someone have a trick... Or at least a good example made with FumeFX

Hot gaz expand in colder air.

Thank You!


  No noise phase change in animation (AB4.0b)
Posted by: muzzleburst - 04-11-2009, 08:02 PM - Forum: AfterBurn - Replies (3)

Hi Kresimir,

Thanks for replying to a previous thread in which I noticed a similar issue:
viewtopic.php?f=1&t=729

I have attached the 3ds Max 2009 scene file that exemplifies the situation.

I set a Turbulent noise phase change for the Low Value and High Value, and did see a change in the noise phase if I performed a render of a single frame (first I moved the time slider to frame 0, rendered, and then moved the time slider to frame 10, rendered: there was a noticeable difference between the two renders). Then, if I did a render using a "Range" from 0 to 10 (under the Common Parameters under Render Setup), there was no change in phase in the frames. I tried the "Frames" option with "0-10", but it also exhibited the same behavior. Active Time Segment also didn't work.

In all failed efforts, I tried writing a MAXScript to render each frame individually.
The following MAXScript made no difference in the rendering (the phase didn't change):

for i = 0 to 10 do
(
render outputfileSad"cloud" + i as String + ".jpg") frameSadi)
)

However, the following MAXScript *did* make a difference (the phase changed each frame):

for i = 0 to 10 do
(
sliderTime = i
render outputfileSad"cloud" + i as String + ".jpg")
)


I can't imagine what the trouble is, so for now I'm using the manual MAXScript approach to render animations instead of using the normal 3ds Max "Range" or "Active Time Segment" methods.

Can you try to reproduce the animated phase problem on one of your machines with the attached scene file? I am using 3ds Max 2009 (11.0 SP1, 32-bit) Creative Extension on Vista 32-bit, with AfterBurn 4.0b. This is a very awkward behavior.

As a side note, I suspected that AfterBurn wasn't getting the particle age from the pclouds correctly, so I tried setting the particle life directly in AfterBurn, bypassing the particle system's particle life, but that didn't work either (used "Part. Start" and "Part. Life").

Thanks a bunch for any help or insight!!

[ATTACHMENT NOT FOUND]

Cheers,
Bob


  Max 2010 - -64bit
Posted by: phloog - 04-09-2009, 04:21 PM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Will FumeFX be updated (soon?) to work within Max 2010 on a 64bit (Vista Prem.) machine?

Obviously the wrong forum for this next question, but what about Dreamscape?


  Smoke problems
Posted by: Gelco - 04-03-2009, 06:25 PM - Forum: FumeFX & NodeWorks [max] - Replies (6)

Hi there,
First of all, I apologise for my poor english, I'm a french CG student trying to be understandable Smile

I'm quite new with fumefx, and having some troubles to make exactly what I want to do with. Maybe could you give me some advices ? I'm trying to create some foggy layer, with tentacles suddenly emerging from it (yeah, some hidden giant monster attack!). The interaction between tentacles and smoke works quite well, but I'm having troubles controlling the layer of dust.

Here is the last test render i made (video preview here), and the simulation settings I used. It's full of inperfections:
[Image: fumefx_rendu01.jpg]

- Turbulence speed on the layer is way too high. As it's an underwater scene, I'm trying to create some slow and irregular waves on the smoke. It's not supposed to boil!
- The turbulence noise animation is a bit weird, irregular, with some shaky moves, as if some frames were missing. Any way to smooth it?
- Any way to adjust the smoke density ? (There's a "smoke density" option, but it's in the "Simulate fuel" rollout, and I don't have any fuel here).

Thanks a lot in advance,
Gelco


  Question about ship wakes
Posted by: liberator - 04-03-2009, 11:32 AM - Forum: DreamScape - Replies (1)

Hi all,

I've been tasked with quite a job - creating a photorealisic ocean and ship wake for an aircraft carrier Confusedhock: . My question is; can this be achieved with Dreamscape?

I've seen Steve Greens videos in the gallery section (nice work if you're reading this :wink: ), so I know the realistic look and foam parts can be achieved, but what about the dynamics and ship wake itself? Every demo I've seen uses a small boat to generate the resulting wake and dynamics. I've never seen it working with anything big (unless it's a Hollywood VFX house using proprietary tools). Would I be asking too much of Dreamscape if I wanted to achieve a shot like this:http://www.swapmeetdave.com/United/Salute/Carrier.jpg? :?

Sorry to have to ask these questions, but there doesn't seem to be a demo version of Dreamscape available. I can't find one on the Afterworks site and Turbosquid's latest evaluation version seems to be for 3DS Max 6!

All the best,

Andy


  Max 2010
Posted by: agatsuma - 03-30-2009, 06:44 PM - Forum: AfterBurn - Replies (2)

Will a recompile for Afterburn be required for Max 2010?

Thanks


  Some guidance
Posted by: bluediablito - 03-26-2009, 08:26 AM - Forum: FumeFX & NodeWorks [max] - Replies (1)

hello to all i am new to fumefx. my school just purchase fumefx along with dreamscape and vray
(i am exited but at the same time in trouble) i want to be the first one in my class to do some work on it but i am having trouble getting started.
i was hoping for some one to please help me in what i would like to do.
i have a study model of a site that i am currently working on and would like to simulate air flow on the site.
the strong win comes from the left to the right what i was hoping to achieve was something like this video

http://www.youtube.com/watch?v=TgClzreu ... FC&index=3
the smoke would rape around the buildings
can some one please help me


  Afterburn and max9
Posted by: doneydonydone - 03-19-2009, 04:48 PM - Forum: AfterBurn - Replies (1)

hey guys and gals

i have afterburn for max 9 and am getting some really weird results when i render an explosion next to my ''basic'' boat on a dreamscape sea and atmosphere

can anyone help