FumeFX 4.0 bietet viele neue Funktionen um Ihre Simulationen schneller und mit mehr Detailtreue zu berechnen. Der neue QCG Solver ist bis zu doppelt so schnell wie der CG Solver in FumeFX 3.0.
Leistungsstarke Vorticity Type Einstellungen bringen zusätzliche Kontrolle bei Verwirbelungen und ein hochoptimiertes Spline Follow Force Field ermöglicht Spezialeffekte, die so vorher nicht umsetzbar waren. Mit dem Black Body Radiation Shader haben Sie ein leistungsstarkes Werkzeug an der Hand, um realistische Feueranimationen und Explosionen zu erzeugen.
Das OpenVDB Dateiformat und auch Motion Blur Rendering wird unterstützt und der verbesserte Umgang mit Caches lässt Sie detailliertere Simulationen in weniger Zeit erzeugen.
FumeFX - Feuer und Rauch für 3ds Max
FumeFX integriert sich nahtlos in die Oberfläche von 3ds Max und kann darüber hinaus problemlos mit den 3ds Max Standard Partikel Effekten kombiniert werden. Des weiteren interagiert das Plugin auf Wunsch mit allen anderen Plugins des Herstellers.
Anstatt in zeitintensiver Feinarbeit Partikel zu animieren und an tausenden von Einstellungen zu resignieren, kreiert man bei FumeFX realistische Feuer-, Rauch- und Explosionseffekte auf Basis der physikalischen Gesetze. Bereits mit wenigen Mausklicks lassen sich so einfache Effekte erschaffen, die dann mit Hilfe sogenannter "helper" nach Belieben angepasst werden können.
Unter stetigem Blick auf einen komfortablen Workflow und große Praxisnähe wurde dieses Plugin von Sitni Sati, welche durch Plugins wie DreamScape und AfterBurn bekannt sind, entwickelt.
Seine Qualität stellte FumeFX bereits in vielen Hollywood Produktionen wie z.B. Hugo, Ghost Rider: Spirit of Vengeance,Thor, Priest, 2012, Skyline, Suckerpunch, Spiderman 3, X-Men Origins: Wolverine, Superman Returns, Iron Man und The Host unter Beweis.
Die wichtigsten Funktionen von FumeFX
FumeFX arbeitet mit physikalischen Parametern und berechnet die Effekte daher absolut realistisch.
Das GPU-beschleunigte Preview Fenster ist in der Lage Effekte und Szenegeometrie mit Selbstbeschattung in Echtzeit anzuzeigen.
Eine Vielzahl von einstellbaren Parametern erlaubt die maximale Kontrolle über das Verhalten und das Aussehen von Feuer und Rauch.
Sehr einfach zu bedienende Software. Basiseffekte können mit nur ein paar Mausklicks erzeugt werden.
Particle Flow und Thinking Particles werden ausgiebig unterstützt.
Die dynamischen Simulationen erlauben eine bidirektionale Interaktion zwischen FumeFX und Partikelsystemen.
Annähernd jeder Paramter kann mit MAXScript beeinflusst werden. Dies beinhaltet auch den Zugang zu den Simulatonsdaten.
FumeFX bietet dynamische Interaktionen mit anderen Szeneobjekten.
Mehrere kleinere Simulationen können zu einer großen Simulation zusammengefügt werden.
Leistungsfähige Effektoren kontrollieren fast jeden Parameter der Simulation auf Voxel Ebene.
Mit dem Variable Density Solver werden Rauchdichte und Temperatur als Variable definiert. So kann ein physikalisch realistisches Ergebnis erzeugt werden, in der kalte Luft und dichter Rauch sich träger verhalten als heiße Luft und leichter Rauch.
Beginnen Sie Ihre Simulation bei Null oder benutzen Sie bereits fertige Simulationen als Startpunkt.
Stoppen, pausieren oder setzen Sie Ihre Simulation an jedem beliebigen Punkt fort.
Simulatonen sind multithreaded, wobei Sie bestimmen können, wieviel CPU´s eine Simulation berechnen.
Das GPU-beschleunigte Preview Fenster zeigt den Fortschritt einer Simulation an.
FumeFX unterstützt interaktive Simulationen. Sie können so alle Veränderungen und Parameter verändern und sehen direkt während der Simulation die Ergebnisse.
Simulationsentwürfe können innerhalb von Minuten berechnet werden, für eine schnelle Vorschau.
Verbesserte Advection Schemes um Dissipation zu reduzieren.
Der Wavelet Turbulence Algorithmus fügt einer gering aufgelösten Simulation schnell zusätzliche Details hinzu und bewahrt dabei die bereits vorhandene Bewegung.
Default Simulation nutzt alle Cores während der Wavelet Turbulence Berechnung, was zu enormer Geschwindigkeit führt.
Retimer ist eine sehr effiziente und schnelle Methode, um gecachte Simulationen zu verlangsamen oder zu beschleunigen. Dabei ist es nicht nötig, die komplette Simulation noch einmal zu berechnen.
Übersicht zu FumeFX 4.0 Features
FumeFX 4.0 offers many new features that help simulations to run faster and with more detail.
The new FumeFX 4.0 QCG solver is up to twice as fast as the CG solver found in FumeFX 3.0. Along with other simulation optimizations, FumeFX 4.0 can complete simulation faster than any previous version of FumeFX. New vorticity type has additional control over vortices which helps user to fine tune the final result.
The highly optimized Spline Follow force field allows various special effects that were impossible before.
Built-in Black-body radiation shader and new burning model that includes Oxygen are powerful tools for achieving realistic fire and explosion animations. Sharpening at render-time will bring out maximum possible detail from your existing caches.
Features such as faster solver, advanced vorticity, new burning model, smoke and fire sharpening at render time, fields sharpening at simulation time, improved caches handling and many other will allow users to create more detailed simulations in less time.
Effectors are the most valuable and the most powerful feature. With just a few mouse clicks, artists can tweak the laws of physics or alter any simulated field based on built-in rules. For example, Effectors can drive setups where vorticity is controlled by velocity, gravity is controlled by smoke color and fire is created in voxels where velocity is above a user-defined threshold. All of this can be further refined by powerful test conditions or even confined to the Effector's gizmo.
GPU accelerated Preview Window
The GPU accelerated Preview Window is another time-saver, providing instant feedback for adjusting rendering parameters. Self-shadows are computed extremely fast and the user can orbit the camera around FumeFX with self-shadows in real-time(1). FumeFX also supports preview with geometry included in simulation.FumeFX has been production proven in titles such as Hugo, Ghost Rider: Spirit of Vengeance,Thor, Priest, 2012, Skyline, Suckerpunch, Spiderman 3, X-Men Origins: Wolverine, Superman Returns, Iron Man, The Host (Gwoemul) and various games cinematics such as Warhammer Online, Classic Transformers, Dante's Inferno and others.
RenderWarps are another great tool that will find application on many VFX shots. This feature allows users to apply space warps such as FFD, Bend, Taper and Noise to precomputed FumeFX caches. As RenderWarps are a post-process, re-simulation is not needed.
N-Sim enables artists to connect many grids together and execute their simulations simultaneously as one big simulation. This approach can be invaluable for increasing the level of detail in scene setups such as a rocket launch.
FumeFX has been production proven in titles such as Hugo, Ghost Rider: Spirit of Vengeance,Thor, Priest, 2012, Skyline, Suckerpunch, Spiderman 3, X-Men Origins: Wolverine, Superman Returns, Iron Man, The Host (Gwoemul) and various games cinematics such as Warhammer Online, Classic Transformers, Dante's Inferno and others.
Production proven results demonstrate this technology's ability to achieve realistic smoke and fire effects for cutting-edge industry applications.
FumeFX supplements the user's artistic vision with the power of real-world physics for the ultimate in both style and realism.
GPU accelerated Preview Windows with self-shadows and geometry.
A multitude of parameters and FumeFX helpers give users maximum control of the fluid's behavior and appearance.
Easy to use, basic effects can be created with just a few clicks.
Options include the use of powerful AFC and Gradient controls, which are unified through all Sitni Sati products.
Plug-in design incorporates extensive support for Particle Flow and Thinking Particles.
Dynamic simulations allow for bi-directional influence between FumeFX and particle systems.
Advanced scripting via MAXScript is possible with almost every aspect of FumeFX, including access to all simulation data.
FumeFX is capable of dynamic interaction with other scene objects.
New and faster solver since FumeFX 4.0.
Advanced vorticity type.
Simulation of nested grids in one go (N-Sim).
Powerfull Effectors that can control almost every parameter on a per-voxel basis.
Application of various Space Warp deformers on caches.
Particle Source controllers provide support for ParticleFlow float and vector channel access. It is also possible to pick any Particle Flow event directly.
Field3D and OpenVDB 3.0 I/O support.
FumeFX can use Variable Density solver that uses smoke density and temperature as variables.
Start simulations from scratch or by using other simulation results as a starting point.
Stop, pause and continue simulations at any point.
Simulation is multithreaded - users can select how many CPU's to dedicate to their simulation.
Users can watch the simulation progress in the interactive GPU accelerated Preview Window.
Interactive simulation allows user to change almost every parameter during the simulation and see it's influence on the simulation result.
Draft simulations can be created in mere minutes for fast previewing.
Multiple advection schemes that can minimize numerical dissipation.
User has control of which data is written to output files for rendering and further processing.v
Wavelet Turbulence algorithm quickly adds extra detail to low resolution simulation caches while preserving the existing overall motion.
Retimer is a very efficient and fast method to slow down or speed up caches without the need to re-run simulation.
Post Processing module can significantly reduce cache size by optimizing grid size around smoke/fire. It also allows users to decide which channels will be excluded from the final caches.
mental ray for 3ds Max renderer support - available for both Windows and Linux.
The GPU accelerated Preview Window gives users almost instant feedback on render settings.
Fast self-shadowing is produced through an Illumination Map which is integrated inside of the FumeFX object.
A highly efficient Multiple Scattering model enhances light dispersion throughout fluid and between multiple FumeFX grids..
Smoke and Fire sharpening.
Built in motion blur.
Fluid Mapping integrates procedural map details with fluid motion.
The dynamic FusionWorks atmospheric renderer provides:
Render Elements: Fire, Smoke, Velocity
Proper blending with AfterBurn and ScatterVL Pro.
Balanced mixing of FumeFX and compatible atmospherics with 3ds Max Fog
Ability to apply Image Motion Blur
Option to affect Effect Channel
On GeForce GTX 460 and similar cards
Sitni Sati's developers go to great lengths to ensure that their innovative software ideas meet industry demands for usability, performance and speed. As such, each element of FumeFX is designed to boost workflow efficiency. The main FumeFX user interface exists as a movable, scalable dialog referred to as the Floater Window. It consists of several rollout groups, of which any combination of them could be stacked.
The majority of FumeFX extensions, such as sources and shaders are conveniently arranged within this interface to allow fast access to any parameter without the need for tedious scrolling from the command panel. Once you have picked all the sources, you won't need to leave the FumeFX user interface in order to tweak source parameters.
During the simulation, FumeFX will not block the user interface allowing the artist to tweak any parameters and see it's effect on the simulation. There is also a status window that displays useful information, such as simulation status, elapsed and remaining time and memory usage. One of the biggest workflow timesavers is the GPU accelerated Preview Window. It produces render-comparable images to give instant feedback on appearance and behavior of the simulation.
FumeFX can also show all simulated data inside the viewports. Depending on the data type, it can be displayed as shaded dots, a vector field, or even as a numerical depiction. For easier navigation, user can even choose to view just a slice of the simulation. Many simulation and rendering controls take the form of versatile AFC and Gradient Controls, which AfterBurn users are already familiar with. When desired results have been achieved, users can save all FumeFX settings to a file. It is easy to create a database of various presets, which can all be loaded or mixed with a few clicks.
The core of FumeFX's simulation technology is VoxelFlow - an application independent solver that is capable of simulating gaseous fluids.
VoxelFlow is based on solving physically based incompressible Euler equations (mass and momentum conservation) using techniques that are production-proven. It is also a voxel-based fluid dynamics simulator, which means that it divides space into cubes called voxels. Each voxel represents one unit of a gaseous medium with properties such as velocity, temperature, amount of fuel or smoke, and so on.
FumeFX 4.0 features a new solver type (QCG) which is much faster than the CG solver found in previous versions.
FumeFX is capable of simulating color propagation which adds additional realism to rendered images
Starting with FumeFX 2.1, VoxelFlow is equiped with Advanced advection that can help combat numerical dissipation. It's use results in motion with many small scale vortices and smoke that stays detailed even during the long animations.
Fluid motion is affected by a combination of physical forces, such as buoyancy, gravity, pressure and user defined forces, such as 3ds Max space warps or the movement of solid objects.
FumeFX supports variable density solver that uses smoke density and temperature as a variables. The result of this addition is increased physical realism, where cooler air and heavier smoke will have h3er inertia compared to hot air and lower density smoke.
If there is a need for very specific data manipulation, users can use MAXScript to find and adjust values for any voxel or point in world space.
FumeFX simulation is scalable, which means that both coarse and detailed simulations will produce similar results, making it possible to compute previews in minutes.
On the images above we were timing 45 frames of simulation using various grid spacing.
While FumeFX already has a rich set of parameters to control simulations, these parameters affect each voxel in the grid equally. With Effectors, users have total control to affect virtually each voxel with its own set of parameters. Effectors enable users to control parameters such as Gravity or Vorticity in each voxel based on input data ( eg: velocity, smoke, 3d map ).
With Effectors you can achieve effects that were impossible to do before. In this video, the Gravity parameter is connected to the Effector. The upper half of the FumeFX grid has inverted gravity which results in the smoke to stabilize on the gravitational boundary.
For example, it is fairly simple to locally control the vorticity parameter based on the voxel velocity, or to set smoke color based on the velocity. In the animation below, Effector becomes active at frame 50 and it set smoke buoyancy parameter locally.
Not only the simulation parameters can be adjusted on the per-voxel basis, but also each field itself. For that purpose, each channel (eg: Smoke, Temperature) have Master Effector slot that can have mutliple Effectors assigned.
Effectors are the ultimate tool for an advanced FumeFX artist.
With the advance of GPU processing power and increased amount of onboard memory, volumetric rendering is not exclusive to CPU anymore. FumeFX comes with full GPU based Preview Window that supports volumetric self-shadows, multiple scattering and display of geometry.
N-Sim (Nested Simulation) technology allows users to simulate multiple overlapping grids simultaneuosly. In certain situations this is a great time saver solution as it allows user to create several smaller grids instead of one large grid, thus saving simulation time and computer memory. In the example below, N-Sim with three grids uses at least 20% less memory compared to one large grid.
When it comes to fluid dynamics, adding more detail always results in increased simulation times and different fluid flow compared to the same simulation run at low resolution. To overcome this problem, FumeFX uses a new technique called Wavelet Turbulence. Using this technique, the user can run the simulation on a coarse grid and once desired motion is achieved, generate extra detail with one mouse click.
Adding detail to a fluid usually requires increasing the number of voxels and re-calculating the entire simulation. This increase is limited by computer memory and processor time, which both rapidly increase as a simulation is run at finer resolutions.
To avoid these constraints, FumeFX implements Fluid Mapping to add visual detail to smoke. It is essentially world texture coordinates being moved with the fluid over time. It is a channel, just like smoke and fire, and as such FumeFX must create it during a simulation in order to use it at rendering time.
FumeFX 3.0 comes with Render Warps wrapper that allows users to apply modifiers such as Bend, Taper and FFD to their final cache. Weather you need to create a special effect or you have to tweak final animation, with Render Warps there are so much more possibilities. With just a few mouse clicks users can warp their cache files and watch result directly inside the Viewport, Preview Window or in rendered images.
This tool can be a life saver when minor tweaks are required but your project deadline does not allow more testing and simulation runs. With a simple FFD modifier you can easily adjust the fluid flow to match your needs. Example below shows an exaggerated deformation of the FFD modifier without producing any visual artifact.
AfterBurn Daemons were designed to provide addition flexibility for volumetric modeling. Void Daemon and Swirl Daemon are now supported by the FumeFX.
FumeFX 4.0 features Spline Follow - a unique tool that forces all FumeFX fields to flow along the spline curve. Numerous parameters allow complete control over the Spline Follow's behavior.
Imagine following situation. You have created a final shot and then director comes to you and asks if you can slow it down by 20%!
For the artist, this is a nightmare situation since changing the time scale will cause the fluid system to behave differently. This can be catastrophic as you'll end up with motion that will not be exactly the same as the one approved. And that doesn't even throw into consideration the time required to re-run the simulation at an ultra high resolution.
This is where our Retimer comes into play and here is how it works. During the normal simulation, you need to export all parameters to the cache file, so that Retimer can reconstruct missing frames by using only the existing caches. Inside Retimer, you specify the caches time scale and you're ready to go. Since the time scale parameter can be animated, user can easily build a stop-motion effect in a few clicks.
The Retimer functionality requires that additional information (not used otherwise) be stored inside the original cache files. However, it is possible to optimize caches during the Post Processing pass. Caches can be optimized in two ways - by excluding channles that are not required for rendering and by allowing FumeFX to minimize grid dimensions. This way it is possible to save hard disk space and to speed up rendering.
FumeFX Sources are the essential elements of any simulation. They are the container for the various aspects of a simulation including temperature, fuel, smoke and the motion for the simulation.
The Simple Source consists of procedurally created emitter, in a shape of box, sphere or cylinder. It can add fire, smoke, temperature, and velocity to the grid or diminish existing. With a Simple Source, it is easy to create wind, candles, torches, blasts and smoke. For customized emissions within each channel, any 3D procedural texture map can be used as a mask.
The Object Source can create fire or smoke on any geometric object, which it can treat as solid or hollow. Like the Simple Source, every emitted channel has a mask. Any 2D or 3D texture map can be used (including the ability to use any single RGB component of the map). A simple example of masking is the concept of a fire spreading over a surface controlled by a noise map with animated thresholds. FumeFX VertexPaint tool allows users to specify in which direction the Object Source will emit.
FumeFX fully integrates with the major particle systems in 3ds Max, Thinking Particles (TP) and Particle Flow (PF). Both systems can serve as Particle Sources for FumeFX. Additionally, FumeFX provides three operators of equivalent functionality to affect each system. Most importantly, FumeFX and these particle systems can dynamically affect each other at the same time.
The three FumeFX particle operators are Birth, Test, and Follow. Each respectively affects the following: Birth of particles in specific grid areas, depending on smoke, fire, velocity and other channels; Testing of events based on those same channels; and, particle tendency to follow the movement of fire and smoke.
TP Probe operator is unique to Thinking Particles. It isolates some of the abilities available through the Test operator and primarily exists for simplicity. TP Probe operator extracts channel values from any specific point or particle position. This enables adjustment of particle properties or the triggering of scene events in dependence of a FumeFX simulation.
On the image below, you can see a setup where FumeFX TP Probe operator samples FumeFX to obtain velocities. Those velocities are then used to push particles which are driven by the TP's rigid body simulation.
Thinking Particles can also affect a FumeFX simulation with its geometry output, making FumeFX an ideal choice to add realistic detail to any TP scene.
Following image shows TP operators that can control FumeFX Source emission Velocity. Using Thinking Particles ParamBlock operator, it is possible to affect almost any parameter inside the FumeFX. In this case, it is used to adjust FumeFX Simulation Steps based on the custom rule.
FumeFX comes with two built-in shaders:
The Standard Shader has controls for the rendering of Fire, Smoke and Fuel channels. It blends all of them automatically, even if smoke and fire exist inside the same voxel. For the ultimate realism, FumeFX offers the Black-body shader which is based on Planck's law of black-body radiation.
The Channel Shader has the ability to render any data channel. This means that user can render smoke, fire, temperature, velocity, or any other channel that might become available in the future, using customizable color gradients.
For additional detail, FumeFX shaders can use procedural textures, such as Noise. Texture can be applied using two coordinate systems. With Fluid Mapping, FumeFX creates the impression of a synchronous flow of texture detail with the fluid. With World Space, texture remains motionless, like the mask textures common to 3ds Max atmospherics.
Shaders are equipped with AFC and Gradient controls. With their use, color and opacity can be precisely defined with dependence on smoke, fire, or any other channel's value.
FumeFX shaders fully support mental ray and finalRender. User can control Global Illumination's strength multiplier to control the contribution of illumination that comes from FumeFX.
For realistic rendering, it is important to compute the interaction between light and any gaseous medium. The two most important aspects of these interactions are: light absorption/emission, and scattering.
To speed up the rendering of self-shadows, FumeFX uses an Illumination Map that pre-computes lighting information without significant loss of detail. This Illumination Map can be stored on a hard disk and reused during rendering.
Additional adjustments of the Illumination Map's strength can be made without re-computing.
Smoke is a medium through which light repeatedly scatters from small particles until it reaches camera. This effect is known as multiple scattering. In computer graphics, simulating a multiple scattering through a participating medium is a complicated and time-consuming process.
FumeFX incorporates a simplified and time efficient multiple scattering model that makes it possible to render realistic images.
Using this World Space Modifier, user can create an effect of soot deposit formation or object color change due to the heat accumulation. It allows smoke, fire and temperature to affect the Vertex Color channel.
The FumeFX interface is simple, intuitive and powerful, but with the power and simplicity MAXScripting users can truly take advantage of the versatility of this plug-in. For example:
Any advanced user can read and modify values in each individual voxel, which enables potential control of the entire simulation. Limited only by the user's programming skills, any kind of procedural initialization of the grid or definition of any force becomes possible. For instance, smoke could be pushed away from active light sources based on their strength and attenuation.
As a workflow aid, MAXScript enables the user to run batched simulations and renderings with different parameters.
FumeFX can use BackBurner to send simulation tasks to any computer that has a Full FumeFX license, or FumeFX Simulation License installed.
With this feature, it is possible to send many variations of the same simulation across the network and pick the result the user likes the most. Along with the powerful FumeFX scriptability, you can easily create dozens of high detail simulations overnight and review them in the morning.
For increased productivity, each FumeFX license comes with two additional Simulation Licenses at no extra cost (a $395 value !).
t is a well-known fact that 3ds Max does not support proper blending of various atmospheric entries. Inside 3ds Max, atmospherics are rendered according to their order inside Atmospherics rollout, regardless of their distance from camera, or their potential interaction and overlapping in world space.
Es gelten die Systemanforderungen von 3ds Max.
FumeFX 4.0 ist mit 3ds Max 2012 bis 2016 kompatibel.
Für die Anzeige der Selbstbeschattung in Echtzeit im GPU-beschleunigten Preview Fenster ist eine GeForce GTX 460 oder gleichwertige Grafikkarte nötig.
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