RnD: FumeFX explosion

RnD: FumeFX explosion

Here is my latest fumefx burning research. Explosion created with 2 particle flow sources, one for shockwave and one for main explosion. There is slight delay between particle emitting, just for shockwave come first. Temperature is high (~1000), b…

benchmark: hyper-threading

benchmark: hyper-threading

One day Anselm posted some info, that hyper-threading can slow down some 3dsmax operations, especially FumeFX. I don’t believe him. Who should? :) Let’s make some bechmarks. Target machine: Intel i7 920 2.67GHz @2.79GHZ (overlocked to 2.79)12GB RA…

tutorial: Extending morpher

tutorial: Extending morpher

3dsmax morpher have some limitations. It works only with same object clone and only if vertices count is the same. Click on the image below to see animation. Simple steps to reproduce: Make some poly model. Clone original. In the cloned object mak…

tip: 3dsmax timeline

Bringing time configuration dialog everytime you need to change start/end time is useless. But there is some hotkeys, just click over 3dsmax timeline: Ctrl+Alt+LMB – change start time Ctrl+Alt+RMB – change end time Ctrl+Alt+MMB – drag entire timel…

Backburner + eyeon Fusion

Backburner + eyeon Fusion

Autodesk Backburner is damn good choice for small renderfarms. It can be used not only from 3dsmax or Maya, but can also handle renderings from other app. Like eyeon Fusion… It comes with CMDJOB app. Run it with -? parameters. Here is what we go…

preset: Dust Light

preset: Dust Light

Creating little dust particles in the air is easy, but rendering all passes with real camera DOF can be VERY time consuming…. Below is a little example how to render dust particles as separate pass which later can be merged in to final shot. It’…

preset: FumeFx campfire

Here is simple fire camp scene created with FumeFx. Dependly on situation but for long-distance shot it can fit pretty well without any changes. Download (20 KB)

mxs: PFlow State

mxs: PFlow State

Often when dealing with complex effects it’s necessary to split those into smaller parts. Isn’t only better to render specific elements separately but also working with particular portion is a straight way to get work done more quickly.   Script below let you quickly turn off/on Particle Flow systems: for o in objects where classOf … Continue reading »