Another render setting for smoke.
I'm wondering if the render result of Fume3 is different from that of Fume2 in spite of the same setting.
And the render result is also different from GPU preview with shadow.
But it may be only in my case.
Anyway, I tried to get closer to the image of Fume2, and added some individual effects.
So, the flame colors have no connection with it here.
I am in the process of remaking one of the shots from my original demo reel, based on a shot from Transformers. 3DS Max was used for the effects, mainly fumefx, krakatoa, and rayfire. Realflow was used as well to make bits of molten magma explode when the small piece shatters.
here are some Fume explosions I made recently. Hope you like it.
Same as Version2 but not more flickering. :)
This is the ground impact system made by Thinking Particles.When bullet hits on the ground, emitter planes are generated automatically then emit particles for FumeFX. These particles are controlled to be cone like shape using a gradient texture map. When texture is brighter,velocity of particles is going to be faster.
These cone like shape particles method is really useful to make such a impact effects.My watercolumn effect (vimeo.com/17771067) is made by same method.
In the FumeFX setting, I changed systemscale from 1 to 0.1. And set timescale from 1 to 3.I think these setting helps us to make tiny detail . In the lighting setting, I use 2 omni lights and set multiple scattering.