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It will also introduce you to the FumeFx UI. This scene is nothing more than simple candle geometry. From within the Top viewport, draw out a FumeFX Grid as shown below to roughly match the size of the simulation area at the top of the candle. Then in any viewport, move the FumeFX Grid gizmo into position at the top of the candle geometry. Note: Make the FumeFX grid only as large as the simulation area you need.
This will affect your simulation times in a big way. Be sure to note that all of the controls for the Object Source show up within this panel, so you can tweak your settings for the Object gizmo without having to select it and alter it within the Modify Command Panel. In the General Parameters rollout change the Grid Spacing to 0.
This allows you to control the amount of detail in the simulation. Make sure that the Adaptive checkbox is active. Under the Output rollout you need to set an output path to store the simulation data. Click on the ellipsis A good option would be to put your simulation data into individual folders. Now let??? Under the Simulation rollout make sure that Quality is set to 5, Maximum Iterations is set to and the Time Scale is set to 1. Under the Fire rollout set the Color spinner to 1.
Next, we want to build a gradient for the fire color. Double-click on the gradient swatch to open up the Gradient dialog. Try to match your Fire Gradient to the image below. Once the Gradient is set, close that dialog and check to make sure the Fire Opacity is set to 2.
Now we are all set to run the simulation. At this point, the simulation begins and you will see a progress dialog pop up. While the simulation is running, you can click on the Preview Window icon to see how your candle flame will look. Rest assured that the data is present, it just needs to be made viewable.
Scrub your frame slider again. Now you can see both the fire and smoke voxel simulation solutions within the 3ds Max viewports. Next, turn the Smoke channel off from the Command Panel. This can be a VERY handy way to see how the various aspects of your simulation are reacting.
Also, depending on how much height you gave your FumeFX Grid, you will most likely see the smoke hitting the top part of the volume and disappearing. Keep the boundary edges in mind when setting up your scenes.
Finally, make sure your Perspective viewport is active and render a frame. On your own, you should render out the entire animation to see how the flame behaves. Also, experiment with the Smoke Buoyancy and Temperature Buoyancy spinners.
You can change those values while the simulation is running and see how these instantly affect the movement and height of the flame and surrounding smoke. While fairly simple, this first tutorial should have given you some ideas of the potential and power within FumeFX.
FUMEFX TUTORIALS DOWNLOAD
It will also introduce you to the FumeFx UI. This scene is nothing more than simple candle geometry. From within the Top viewport, draw out a FumeFX Grid as shown below to roughly match the size of the simulation area at the top of the candle. Then in any viewport, move the FumeFX Grid gizmo into position at the top of the candle geometry.
FumeFX 5.0.2 C4D