separation level 1 gives the best simulation result but requires more than 100 GB of memory to process the simulation and it always crashes my max
100GB? you are being sarcastic right?
I mean even the top rated coms dont exceed 10-20GB of ram
@Orac, best thing to do is watch some youtube video tuts, Thats how I'm learning. Looks like Imp_Rulz has the most knowledge of FumeFX so far _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Some Motherboards hold up to 128 GB RAM, and technically, Win7 Ult x64 supports 192 GB. But either way, Render Farm, because right now, 16 GB sticks are $375 - $420 each, netting you around $3300+ USD for 128 GB system, for the memory & mobo alone.
Awesome animations guys, we can never have enough new anims _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Indeed. FumeFX rendering requires a large amount of ram. Do you use the Default setting for Spacing, or do you lower it? The lower the Spacing setting and a higher quality setting, the way more ram it will require.
I use spacing of 3 or 4, 2 takes hours & 1 often makes 3DS Max crash.
From what I've read the ppl making the cool stuff (like in the vid at top) are using 8 core PCs with over 20gb of ram & then it still takes 10 hours to sim/ren!
ImP_RuLz wrote:
see the attached image
That's just mad o.0 I only used a grid of 500x500x750 for my nuke, the new one I'm working on is only 150x150x300! _________________
i just realized, i use huge FumeFx grids :/
so thats why it takes so much memory, time to scale everything down! _________________ <----- Clickable QUICK_EDIT
heh, I guess you werent joking about the 100GB. Thats just crazy
@Mig, yeah I tried doing some advanced FumeFX tuts and they always crashed my Max. They were just to intense for my com setup
I'm sorta messing with Particles right now. Though I'm still having a rough time figuring out the proper setting sometimes I cant find a decent tut for FumeFX and Particles. If someone finds one let me know.
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
okay i found something about this,
higher temperature settings make the smoke rise faster
higher dissipation strength in smoke properties makes the smoke disappear quickly
higher heat production means higher temperature which means the smoke will rise higher
burn rate, obviously, is how quickly the fuel will be burnt per frame/voxel (as the program calls it)
separation level 1 gives the best simulation result but requires more than 100 GB of memory to process the simulation and it always crashes my max
for further assistance visit http://www.community.ro/index.php?option=com_content&view=article&id=45:fumefx-properties&catid=34:fume-fx&Itemid=50
oh and Darkstorm, i couldn't find the original scene of the animation so i just made a new one
and i also fixed the ion beam, I hope
(I don't know why the image won't show.)
Sorry for being a little overly critical.
The main issue here is that the ring animation seems a bit out of perspective (it looks too 2D) and that it seems to overlay the downward beam. If you can fit that, I'm pretty sure I'd be fine with it. The only other issues are that the scale of the original was a little better for the big flying disk and that color could be a little more plasmish blue like Craniums animations (well, more of a mix, his may be a little too light blue). QUICK_EDIT
Something else I got my hands on.
I tried to do it John Wayne style without consulting a tut, obviously I failed big time. But coupling this with FumeFX, the sky's the limit.
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
This is a clearer picture of what this tool does. It can be made to just explode and crumble to the ground. I can apply FumeFX to it too, so it can have an explosion impact. Kinda like RA2 destroy animations on there buildings.
The blinking lights are supposed to be muzzle flashes, but something went wrong somewhere
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
The Pieces are unrealisticly big to just shatter like that thus it looks like someone set off dynamite on a big rock instead... If you could do like half the size those if not lesser, might look more sensible collapse. QUICK_EDIT
better would be if the building would explode in several parts. First the roof, then the sides.
In addition as Apollo mentioned, there should be also a lot smaller pieces. The best would be, if columns and solid walls would split into bigger parts, while thin walls, doors and windows explode into many small parts. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Well, the thing with all that is, my comp cant handle extrme graphics using these Max plugins. I'd have to have a high end computer to make really great stuff. So I can only get as good as my comp will allow me too. Breaking it down to smaller pieces requires alot more iterations during the fragmentation process which will ultimately kill my com, especially when I go to add in the fumefx portion of it. But I'll try taking it to the limits, but no guaruntees. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
The whole structure being solid really ruins the breakaway look of this. To me, this is just a big cartoony effect that even RA2 wouldn't have went for. If you want destruction anims, why not animate the individual parts falling apart and being destroyed as opposed as blocks exploding? It just really doesn't look great. =\ QUICK_EDIT
Agreed, you have the 3D model, its obviously normally not a single object. Apply the destructor to each large part of the construct and have those break into pieces. Switch off any pre-rendered views obviously, and go full out wireframe if you have to.
You could possibly render FumeFX separately by making the exploded building completely blue as is the background, copy the lighting from the fumefx explosions and create lighting to equal it onto the exploded building with its textures restored. Layer the fumefx renders onto it.
May take more time, but needs less processing power. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
SEXY!!! _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Cranium, you should test if you are even able to achieve a good SHP result. In the previews the smoke looks great, but that doesn't counts if you can't get it converted in good quality in the SHP as well.
Things that i have noticed:
1) the smoke has too fine shades of black/grey, which will surely give it in the SHP bad black borders and unrealistic shading. Your smoke is also colored in the wrong way round. It should be darker in the centre (where it's thick) and brighter at the outer areas, or your SHP result will look bad.
2) the fire in your animations is too short and the colors could be a lot better too (not only yellow).
3) the colors are too plain. Smoke and fire use almost only one color in each frame. There should be a lot more shades of yellow/red (fire) and grey/black (smoke). With the default 3dsmax particlesystem you can achieve such an effect if you give the particles a randomized particle starting age and a "particle age"-Material in the diffuse color map, which has different colors for different particle ages defined.
4) inner turbulences would be great. use forces like particle bombs, wind, vortex, gravity and drag. _________________ SHP Artist of Twisted Insurrection: Nod buildings
If he makes it for YR, Ares allows custom palettes so it may not look as bad as you think that way, but otherwise, completely agreed. Fewer shades might work in our favor here. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
I didn't had the palette in mind, which should do the job fine (e.g. the TS anim.pal is much superior with it's better defined colors and could be simply used in ra2 as well).
The problem is that he fades the smoke and fire into the black background. But since this is actually transparent, he will get the ugly black/dark borders around each smoke and fire cloud. _________________ SHP Artist of Twisted Insurrection: Nod buildings
the TS anim.pal is much superior with it's better defined colors and could be simply used in ra2 as well
TS animations palette is HORRIBLY unoptimized compared to RA2 anim.pal (which isn't perfect by itself either but that's not the point) so I am not exactly sure where you're getting your 'facts' from. Hell, just because it has more greens and saturated blues does not make it better. Just look at it. The second column (32-63) for an instance, barely any contrast between the colors which is pretty much a waste of valuable color slots. The list goes on. _________________ QUICK_EDIT
If he makes it for YR, Ares allows custom palettes so it may not look as bad as you think that way
Thats pretty much my intentions.
As for adding different shades of colors, that can be done easily by adding a gradient map directly to the fire and smoke using fumefx control interface. These are pretty much all just test runs, nothing permanent. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 17, 2011 1:49 pm Post subject:
Starkku wrote:
Lin Kuei Ominae wrote:
the TS anim.pal is much superior with it's better defined colors and could be simply used in ra2 as well
*silly image goes here*
TS animations palette is HORRIBLY unoptimized compared to RA2 anim.pal (which isn't perfect by itself either but that's not the point) so I am not exactly sure where you're getting your 'facts' from. Hell, just because it has more greens and saturated blues does not make it better. Just look at it. The second column (32-63) for an instance, barely any contrast between the colors which is pretty much a waste of valuable color slots. The list goes on.
I could create a totally awesome custom palette specified to explosions based upon the TS palette. Maybe the second column is bad, but the rest makes that palette much better than RA2's... because it's gradiented and gives more freedom in colors. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I could create a totally awesome custom palette specified to explosions based upon the TS palette.
And that's just it. I was making comparison based on the fact that it's animations palette, a generic-purpose palette used to draw animations and particle images, supposed to be versatile instead of specific. Whether or not TS anim.pal is better for stuff like basic & tiberium exlosions and other similar content is mostly irrelevant when doing such comparison. For more specific usage, such as for the aforementioned types of explosions, TS anim.pal might work just fine though.
And yes, I won't drag this any further than this. Especially not here. Consider the subject dropped on my part atleast.
On more on-topic subject, I do agree with Bolt's notion that the dissolve effect on smoke looks not-so-good. Needs to be more solid instead of dithered. _________________ QUICK_EDIT
what do you think fireworks are? They are immited sparks
hence spark animation. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
What Krow means, there is too many in one spot at same time thus fireworks look while sparks is more like short tiny ones more randomly and singular shapes flying around.
As for Palettes, custom pal making can be pain in ass but much better worth the effort visually than try use the ra2 or ts anim.pal which are neither super, yes TS one is made with gradients but most of them are kinda poor diversity as usual explosions of even original TS are pixelated and RA2's anim.pal is rather formed of all the animations assets colors by westwood thus no gradients.
TS anim.pal weakness for explosions is lack of stronger saturated/diversified colors so most can endup looking very bad unless saturation is toned down notably prior to convert if even that helps. QUICK_EDIT
What Krow means, there is too many in one spot at same time thus fireworks look while sparks is more like short tiny ones more randomly and singular shapes flying around.
Exactly. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
nice!! _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Smoke lingers too long still, you should consider it more like...following smoke so it would fade out in the center out first and then behind the so called fireballs and their impact points. QUICK_EDIT
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