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At the moment I'm just messing around with it, I'll be starting a proper ad using it on thursday so I'll get something up then by the latest.
may be a stupid question but can you create fluids with FumeFX or just fire and smoke?
-dave
Smoke and Fire ARE fluids.
ok ok smart a$$
may be a stupid question but can you create WATER OR LIQUID effects with FumeFX or just fire and smoke?
better?
Cheers,
-dave
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Nope - they use similar equations but fume can't be used to make a continuous surface like a fluid. There's no water shaders with fume and it's not designed to create those effects. There are some things to link fume and pflow (though I havent looked at them yet) which might mean you can make fume simulations use pflow to make particles - might be able to use something like blobmesh to generate a surface. Best off using glu 3d though I'd say.
I am gagging to get my hands on Fume to check it out but will need to justify using it for an actual project
So for anybody already lucky enough to have it, how is it going with the intial tests ? Good or Bad ?
It is extremely happy on a quad and there is an amazing preview window. Still has some of the same UI stuff as Afterburn which could be improved IMHO but it's not too complicated. The tutorials are well written... oh did I mention the really cool preview window
Haven't tried it fully with VRay yet but simple tests look to work well and render about 1/1 with the DSL.
Okay so far so good - fume is rendering inside of vray quite nicely - especially with the adaptive subdivision aa it's quicker than the scanline via undersampling. Admittedly the job I'm doing isn't directly smoke related so it's a weird one in terms of the look but it's difficult to argue with the movement - it's great having fume as a solver for pflow too so you can have fluid behavior on regular particles...
I could be wrong here but I think fume has one very nice feature - If you make a fume sim, you can use particle flow and make your particles follow the movement of the fume sim - it seems to immediately pull the fume vectors with no need for a re-sim so you can use any pflow particle count or position on a really low res fume sim and get nice results!
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