Fume FX Fire and Smoke

Laser impact tests

These are a couple of test renders for a show I completed recently called V-Sign. The scene required a spaceship to chase a car, while firing lasers at it.

Close-up of the laser impact sims. Simple setup of rayfire simulated exploding debris, with a fume explosion driven by particle velocity. A separate particle system also emits fume smoke to add some debris dust trails. Smaller debris pieces are also a particle flow system.

This is a blocked in test to show the effect of multiple impacts seen from a distance.

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FumeFx Mushroom Fireball

Here’s a new fireball test. Managed to get a much better rolling fire look for this one. Pretty much taken this as far as I can with my machines current ram. This basically maxes it out, so its time for me to upgrade.

Will hopefully be posting a new version with wavelets added to increase the look of the scale and detail level. This test varies from the test below by continuing the emission of the fuel from the fume source, which creates a faster moving column of hot fuel in the centre of the fireball. This upward movement drives the roll of the fireball at its outer edges, and helps create the classic mushroom cloud. This isn’t designed to be a nuke explosion though, but something of the scale of a petrol station explosion or some other similarly scaled unfortunate event!

FumeFx Fireball Test

Fireball FumeFx test. Just wanted to refine my fireball stuff as its a good tester of fumefx theory. In this test I’ve animated the burn rate in relation to the expansion, so as the burn rate decreases to stop the fireball burning out, I’ve increased the expansion to inject some heat and energy into the sim.

LVJ Moth Ship Missile Strike Final Comp

Finally finished this shot! Took a couple of months to complete working between work on Dr Who, and Psychoville Series2.

These are the rendered passes involved in the comp.

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LVJ Missile Strike Work-in-Progress

Just a quick view of a shot I’m working on right now.  This is for a friend’s no budget scifi movie called LVJ. http://www.lvjmovie.com/

Part of an exciting sequence, an alien ship is struck by a missile and crashes into the desert.  The fume setup for this shot proved to be tricky,  mainly down to the enormous sim grid required due to distance the ship travels. This meant the fume setup became a careful balance between the quality of the sim, and maxing out  my machine’s (what now feels small) 8gb of ram. I had a go at using the new wavelet noise on this shot, but the ram requirements were huge! (17GB per frame). So this is about as far as I can take the fume for now.

The new void source added in Fume 2 proved very useful, as it culls the voxels from the grid when they’re no longer visible by the camera, and despite this I still had big ram issues!

To create some variation, I added keyframes to the fuel, expansion, and velocity which stops the smoke looking like a giant sausage – not the look I was going for.  There’s also a wind spacewarp to blow the smoke, and create some secondary movement.

I did find a very handy script while researching this shot: http://limjeff.wordpress.com/2010/02/11/fumefx-partitioning/ , but I didn’t use it in the end.  I’ll give it a go for the missile smoke trail and report back.

Work still to do on this shot… impact explosion, missile, and missile smoke trail, secondary smoke, fix the environment, and then comp it all up.

Strangely vimeo rejected this video, so using you tube for now.

Fume Fx 2 Wavelet Comparison

Fume Fx 2 Wavelet Comparison from Hugh Johnson on Vimeo.

This is a very simple test to show the new wavelet feature in Fume 2.  The two halves show exactly the same sim, but on the left the fire and smoke has been refined by adding extra detail using the wavelets.  The right half shows original low res fume sim.  Simulation times do increase to simulate the wavelet details, as you have to run the low res sim first (with extra data channels), then reload the original cache back into Fume, and then sim it again to add the extra wavelet detail.

Total sim time for the wavelets was 25 mins, the normal sim took 3 mins.  To achieve the wavelet level of detail with a normal sim would take about 8 hours of simulation time, so the final quality time savings are massive!

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Krakatoa driven by Fume sim

Krakatoa with Fume sim, and back into Particle Flow from Hugh Johnson on Vimeo.

A test using a fume simulation to drive particle flow motion, rendered in Krakatoa.

The initial motion is driven by the fume sim, later on all of the motion is moved over to particle flow for the disintegration effect.

Fume Fire Hoop

Fume Flaming Hoop from Hugh Johnson on Vimeo.

I used this test to refine the quality of the fire I was getting with fume.

As reference I used video I took on holiday in Thailand.  Every night this crazy family would perform an impressive fire show at one of the beach bars, one of the stunts was to jump through a hoop of fire which I got on film – it proved to be great ref for me to get the movement, speed and scale right for flames of this type.

Amazingly this fire show featured lots of audience participation! Which struck me as a bad idea…. drunk people….hoops of fire…. 30 miles down a dusty track to the nearest hospital – not good!

Simple Destruction with Fume Dust

Simple Wall Destruction with Fume Dust from Hugh Johnson on Vimeo.

Did this a while ago.  Main physics is done with Thinking Particles, the dust is generated using Fume, which is triggered by more TP particles.

Simple Wall Destruction with Fume Dust from Hugh Johnson on Vimeo.

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