View Full Version : CG Fire(without plugins)
Anhar Miah
09-23-2007, 10:10 AM
hey guys, I did this today, I had this idea last night, and tried it today.
Seems to have come out ok, its not super fantastic, but since its totally made without any plugins and also renders super fast (about 1 second per frame) I'm pretty pleased. Plus that fact that I can tweak it in real time hehe...
http://www.youtube.com/watch?v=zv0MYmC9odQ
mikkowilson
09-23-2007, 10:30 AM
Made in Max huh? That looks really good!
It's not relly "photo realistic", but for a basic fire effect, that's really good - and nice performance too!
- Mikko
Anhar Miah
09-23-2007, 10:38 AM
hey thanks Mikko, I'm gonna see what it looks like when comped with real video (think about "guy on fire")..
I think I read some where that some of the fires/explosions in the Matrix reloaded was done in 3ds Max using afterburn.
I was going mental tweaking zillions of parameters to get fire to look photoreal with afterburn, but ended up wanting to pull my hair out, its not that ist hard to do in Afterburn its just getting the balance of quality Vs render times, I went to bed frustated. When I was about to fall asleep I had a bright idea of using metaballs and Parray instead of afterburn and some cheeky shader tricks...
Anhar Miah
09-24-2007, 02:42 PM
Of course when you do use plugins.....
http://www.youtube.com/watch?v=c7eVhoGEkzo
Matt Grunau
09-24-2007, 03:12 PM
Holy cats.
Nice one Anhar. For 800 bucks, FumeFX is a downright steal.
The fist animation was also impressive. you can render particle system driven textures in 1 sec per frame?
I hate you.
:evil:
Anhar Miah
09-25-2007, 05:01 AM
yea FumeFX is pretty crazy, just type FumeFX into youtube and you'll see some mad stuff it can do (once you have mastered it), fluid sims was one area max lacked against Maya, which could do that "Out of the Box".
you can render particle system driven textures in 1 sec per frame?
add to that metabal surface calculations, the particles have a ball like geometery which "clump" or stick together when another ball is close enough, its using the default scanline as opposed to more advanced renderers. 1 sec per frame on a dual core 64bit and I still want more cores :o
I'm hoping to use metaball + particles + some scipting to do a "Head Splatter" test FX, basically I'm going to try to animate brain "matter-splatter" :)
Andrew Brinkhaus
09-25-2007, 11:03 AM
Wow, that FumeFX is one KILLER plug-in, I wish I wouldve had that 2 months ago when I was trying to do some VFX fire stuff.