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  Luminescent Premul - Transfer/Blending mode
Posted by: Paul_Mowbray - 11-28-2007, 02:53 PM - Forum: FumeFX [max] - Replies (2)

Have always struggled with atmospheric type effects rendered from max when combined in a compositing package afterwards as a separate layer whether it is glows or afterburn etc. If you want it to look like it did in the VFB no matter how you interpret the alpha it will look incorrect, usually a bit green, so you end up ignoring the alpha and using a screen or an additive mode but you obviously loose the effect of the alpha channel.

Have just come across the "Luminescent Premul" transfer mode in After Effects which helps out a lot when compositing fire elements. In combustion the blending mode is called "Fully Additive Mix", from what I can gather they do the same thing. I'm sure many of you will already be aware of this but I just thought I would post this as it has eluded me for a long time! If i am still missing something then please let me know but if these transfer modes are the way forward then can i suggest they are mentioned in the help files of afterburn and fumeFX etc in the future to stop people scratching there heads when things don't look as one expects.

Below are the explanation from the respective help files:

Fully Additive Mix - Adds non-opaque pixels of the current layer to the layers behind it, but composites opaque pixels normally. This transfer mode is useful for some keying operations to get a slightly cleaner edge against the background.

Luminescent Premul - Prevents clipping of color values that exceed the alpha channel value after compositing by adding them to the composition. Useful for compositing rendered lens or light effects (such as lens flare) from footage with premultiplied alpha channels. May also improve results when compositing footage from other manufacturers’ matting software. When applying this mode, you may get the best results by changing interpretation of the premultiplied-alpha source footage to straight alpha.


  Long Rocket Flames
Posted by: Paul_Mowbray - 11-27-2007, 12:59 PM - Forum: FumeFX [max] - Replies (2)

Trying to create rocket flames. I need my flames to burn for longer so they have more length, where do I start?

Been playing around with the initial velocity settings in a simple source and the burn rate but can't seem to get the flames to last for very long.


  Retiming FumeFX??
Posted by: gakkie - 11-27-2007, 08:42 AM - Forum: FumeFX [max] - Replies (16)

Hello there,
im finding difficulties of making slow-motional explosion FX, using FumeFX. :?
(Reference: http://www.lucidmovement.com/?cat=47)

in normal speed (24fps) it looks fine, but i deeply stuck when it comes to slow-mo like 120fps.....
i've tried tweaking and animating timeScale, VelocityDamping, Turbulences.... i cannot get the result of the one i did in normal speed...orz

has anyone had a good result of making things slow-mo in Fume FX??
any suggestion??

Or....
is there some sort of retiming FumeFX tool (or script) like a MayaMEL script "Maya Fluids Retimer(created by Seth Hall)"???
http://www.highend3d.com/maya/downloads ... -4892.html

i think it will be great if fumeFX has some sort of Retiming tool.... :o :o :o
thanks

gakkie


  Casting object shadows on Afterburn
Posted by: emil_vfx - 11-26-2007, 10:28 AM - Forum: AfterBurn - Replies (3)

Hello!

I am trying to cast shadows on Afterburn coming from objects in the scene. For rendering I use Vray. Although I've checked Receive Shadows, Cast Shadows and Self Shadows, I do not see any shadows from the object on Afterburn (Raymarcher). For the light (Free Direct) I use Vray Shadows (AB Shadow Types were also tested, no desired result), Atmospheric Shadows ON. The object casts shadows (option on 'properties' checked).

Any solutions???

Thanks!

Greets
Emil


  Flicker Problems
Posted by: amelnychuk - 11-21-2007, 07:04 PM - Forum: FumeFX [max] - Replies (2)

ANyone getting flicker issues when they render, also there is only 1 fume grid in the scene.

Ive heard its a licensing problem, but we all have legal shit.

we ghosted all our computers, do we need to reinstall fume?

Peace


  3ds max 2008 installers
Posted by: sitnisati - 11-14-2007, 03:13 PM - Forum: Announcements - Replies (1)

Dear users,

We want to inform you that 3ds max 2008 installers for AfterBurn, DreamScape and FumeFX are available for download inside our members area.
ScatterVL Pro and Enlight installers for 3ds max 9 will work under 3ds max 2008.

Best regards,

Kresimir Tkalcec


  Raymarcher Setup renders with Vray extremely long!
Posted by: emil_vfx - 11-14-2007, 02:33 PM - Forum: AfterBurn - Replies (2)

Hello everyone.

I have a simple Afterburn setup with PFlow and Cache Oparator. The Flow contains also a delete OP for the AFCs and so on. So all is ok here.

Some info about the settings:
Raymarcher
5x PFlow Afterburn OPs + 1 Direct Licht with Vray Shadow & Athm. Shadows ON
Shadow Cast, Shadow Recieve and Self Shadows ON
Sph. Radius 20 -> 120 AFC
Rotation Z: 0 -> 90 AFC
Type: Smoke
Density 0,01 -> 0 AFC
Noise Size: 28
Noise Levels 5,3
Phase: 0 -> 20 AFC

The rest is pretty much default... I tried slightly different settings, but no significant change of render time (ca. 30-40 min and even more per Frame in 1280x720 Resolution)

How can I speed up the rendering process?

Thanks!

Greets
Emil


  3ds Max 2008
Posted by: mnarlock - 11-13-2007, 04:24 PM - Forum: AfterBurn - Replies (8)

Ok, I have 3ds max 9 and 2008 on the same machine. I'm also a turbo toolkit user. I've attempted to contact turbosquid about a max 2008 release of AB, DS, etc. I understand that the plugins themselves are compatible, but the installer doesn't provide the option of setting the directory. As such, when I run the installer, it automagically installs into the max 9 directories.

Is there a workaround?


  Preview -> Play Preview does nothing
Posted by: muzzleburst - 11-13-2007, 08:36 AM - Forum: FumeFX [max] - Replies (5)

Howdy,

I'm using FumeFX 1.0a on 3ds Max 2008 32-bit on Windows Vista (32-bit). When I click on Preview -> Make Preview, I can see progress being made in the preview window (e.g. the flame, smoke, etc) appear fine. Then when I click the Preview menu and select Play Preview, nothing happens. I checked the online Help and this forum and found nothing about this problem. Can anyone tell me what the expected behavior is? I was thinking that the frames from the FumeFX preview window would be compiled into an AVI movie or such so that I could review the FumeFX preview animation in realtime using Windows Media Player or similar.

Thanks for any info!
Bob


  Map Channel?
Posted by: lxdengar - 11-13-2007, 03:20 AM - Forum: FumeFX [max] - Replies (5)

Does map channel work with obj sources?

I have a test scene, 1 sphere, with a multi-sub object applied consisting of two materials: one black (mat ID1), one white (mat ID 2). Only 1 poly of the sphere has the second material. Map Channel is set to 2.

I would expect that fuel and smoke are emitted only from the single poly which has the second map channel. However, smoke and fuel are emitted from the entire sphere. Is there another step I'm missing?

Thanks!

Mike