Explosive Soft Body Collision with FumeFX 6
Oct 13, 2022 by CGPress Staff
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Software used: 3DS Max
Subjects: Dynamics, FX, Particles
Sitnisati has released a new tutorial for FumeFX 6 that explains how to assign animation to particles, switch between different animations based on distance from
an object and collide soft body with scene geometry. It also shows how to generate fire and smoke at the collision locations and how to apply collision objects and sources directly from the editor. Watch it on YouTube.
Why didn’t do Sitinisati anything for Fume in the last 6 years? I think now it’s a little bit late to catch up again.
Hello,
We have released FumeFX 5 four years ago (http://docs.afterworks.com/FumeFX5max/5%200.htm) and in past four years many updates with new or improved features. Two years ago we have ported FumeFX to Cinema 4D and in the meantime we were working on FumeFX 6. FumeFX 6 took us more than before since it is a huge update – it’ basically a completely new plugin that takes years to get to the level it is now. Unfortunately, many 3ds max and Maya large studios that were using FumeFX migrated to Houdini in past 6 years but it is beyond our abilities to reverse this trend. FumeFX and VFX are our passion and we have plenty of new features on the list for the FumeFX 6 and beyond.
Hello,
We have released FumeFX 5 four years ago (http://docs.afterworks.com/FumeFX5max/5%200.htm) and in past four years many updates with new or improved features. Two years ago we have ported FumeFX to Cinema 4D and in the meantime we were working on FumeFX 6. FumeFX 6 took us more than before since it is a huge update – it’ basically a completely new plugin that takes years to get to the level it is now. Unfortunately, many 3ds max and Maya large studios that were using FumeFX migrated to Houdini in past 6 years but that is beyond our abilities to reverse this trend. Thank you.
You guys should put up an update to Dreamscape, still the best looking ocean surface creator in any app and certainly in max without resorting to fluid sims which you wont need for large ocean surfaces. You abandoned it sadly and on top of it you are still charging very high price for it. It needs a bit of an overhaul.
I still remember Blizzard cinematics using that thing which still looks amazing to this day.
I understand the Houdini situation though, but i say its also because of phoenix fd for max users.
Maybe if you combine an updated Dreamscape that can do basic wave plus surface particle sim good enough for large surfaces of ocean and ships while getting rid of its other outdated features like sun and sky plus include fume fx as a package deal can be a better offer and more attractive for potential buyers. You might even consider including afterburn with a small update.
Vfx guys still use eveything they can to get the job done that includes rendering in scaline with volumetrics from early 2000s era. Its part of the toolset.
And who wants to sim hours and days on end for a boat wave on an ocean when you can do it very quickly with dreamscape and more optimized workflow of particle or texture sim that could come with it.
Hello William,
All what you’ve said is on the same track what we think here. Portions of the DreamScape will get a new life and development within the FumeFX package and it’ll be actually a perfect fit for the NodeWorks particles and dynamics. FumeFX 6 is just the beginning of a new and exciting journey and we have lots of new features on the list.
Nice to hear this! Good luck to you all.
I think if sitnisati builds a good product then users will see and come. Look at tyflow, 10k+ members in the facebook channel alone. Brought interest back to max and generated new interest from new users.
I think one of the biggest things is that Vray integration is key. Tyflow works well with vray instances, motionblur etc… Fume 6 should as well.