
emFluid4 v.4.0 (alpha) - "Fire & Smoke Walk With Me"
1 year ago
54 seconds of test-renderings using the alpha version of emFluid4, the successor of emFluid3.
All simulations and renderings were made on a single workstation with an Intel i7 processor using Softimage 2011 SAP, Mental Ray and the factory particle volume shader.
The compositing was done with the Fx Tree, the music with Reason 4.0.
The amount of particles varies from 500K to 10M, the render times from 1-6 minutes per frame (one point light + shadows + Final Gathering). Aside from a little post (color correction and some glow) the renderings are "as is".
emFluid4 will be available soon (if everything goes as planned the release date will be mid-January 2011).
Take care !
Eric
mootzoid.com
All simulations and renderings were made on a single workstation with an Intel i7 processor using Softimage 2011 SAP, Mental Ray and the factory particle volume shader.
The compositing was done with the Fx Tree, the music with Reason 4.0.
The amount of particles varies from 500K to 10M, the render times from 1-6 minutes per frame (one point light + shadows + Final Gathering). Aside from a little post (color correction and some glow) the renderings are "as is".
emFluid4 will be available soon (if everything goes as planned the release date will be mid-January 2011).
Take care !
Eric
mootzoid.com
WMV
00:00:55
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Music as well eh? Is there anything you can't do?
You're right, the new stuff might not be obvious from the video. I actually made the video only to test if the new version is fit for production (stability, workflow, performance, etc.).
Here a brief list of the new stuff:
-> Multiple Fluid Boxes.
-> Automatic Fluid Box (= zero fluid boxes).
-> Fluid boxes can now be translated/rotated/scaled during simulation.
-> New "native" emFluid4 particle types (Waste, Flame, Smoke).
-> New shader compound for native emFluid4 particles.
-> Improved Workflow, better compounds and structure.
-> Improved Combustion, new data types (gas, waste).
-> New particle generation from actual grid content.
-> New compounds for data emitters, particle emission/behavior/colorization.
-> Improved Multithreading and Performance.
-> New ways to create the fluid velocity: a) the "old school" way by emitting velocity directly b) indirect velocity generation from buoyancy and/or expansion (good for fire and explosions) from heat and density c) a+b together, of course.
-> The cell size now can be modified during the simulation (=> start with a coarse resolution and then switch to a more detailed resolution when things start to get "more interesting").
-> Automatic generation of emFluid4 setups based on the actual selection (e.g.: select the 12 objects in your scene that shall burn, click on "create emFluid4 setup X" and you automatically get a fluid setup with all objects emitting emFluid4 data and each object with its own fluid box).
-> emFluid4 can be installed allong with emFluid2 and emFluid3, so that one can even use all three versions at the same time if he wishes.
I'll make some tutorial videos very soon to show the new stuff :)
Cheers,
Eric
Go into the "Solver" compound. There you will find the "Solver advanced" compound which has input ports for the obstacle stuff.
do you know what i might be doing wrong?
Please also check out the online doc:
mootzoid.com/wb/pages/documentation/emfluid4.php
Search for the keyword "obstacle" and you will find some hints and information concerning obstacles and the obstacle parameters.