Video Tutorials

 

 

Essentials Part 1: Introduction and Overview

 

In this video tutorial we will go through the very FumeFX basics and cover topics such as:

- Voxels and Grid Spacing

- FumeFX Main UI

- Your first simulation

- Viewport display

- Adaptive grid and Boundless

- Working with caches

- Playback and Out-of-Range Types

 

 

Essentials Part 2: Simulation Basics

 

In this camp fire tutorial for 3ds max you will learn the FumeFX simulation basics. We will cover topics such as:

 

- FumeFX Geometry Source

- Using boundless simulation

- Shader adjustments for fire and smoke rendering

- Time scale

- Wind force

- Wavelet Turbulence to add more detail to your fluid simulations

 

 

NodeWorks Introduction

 

NodeWorks is the heart of FumeFX multiphysics simulation engine that provides over 130 nodes for creating cloth, soft body dynamics, rigid body dynamics, geometry fracturing, collective animal behavior, character animation, FumeFX simulation interaction and many more. All this functionality is now available directly inside 3ds max within single software tool.

 

 

Collective Behavior

 

In this tutorial you will learn how to use the *FumeFX 6* Swarm node to create fish school that circles around an attraction point. We will add shark and use the Neighbours node so that shark can search for the fish in its vicinity. Once the fish is located it will swim toward the closest fish while the fish tries to evade the shark.

 

Topics:

- Shape animation

- Swarm node

- Neighbours node

 

Explosive Soft Body Collision

 

This tutorial teaches you how to assign animation to particles, switch between different animations based on distance from an object and collide soft body with scene geometry. It also shows how to generate fire and smoke at the collision locations and how to apply collision objects and sources directly from the NodeWorks.

 

Topics:

- Shape animation

- Soft body dynamics

- PhysX collisions

- Ignite on contact

- FumeFX simulation

 

 

Voxelize Fire and Smoke

 

This FumeFX 6 tutorial teaches you how to use NodeWorks to access each individual fluid simulation voxel, read its content and make it affect particle properties like color, size and shading.

 

 

Disintegrate and Incinerate Objects

 

This FumeFX 6 tutorial teaches you how to create advanced object disintegration special effect by using only FumeFX and 3ds max. All aspects of disintegration are completely under artist's control. Propagation rate is controlled by a texture map and more importantly, it's independent from number of faces and number of simulation steps. We will show you how easy it is to use particle color for the shader Base Color by using Arnold User Data. FumeFX sources and obstacles will be applied directly from the NodeWorks and we'll use texture color for the smoke color.

 

 

Simulating Soft Bodies with Plasticity

 

This FumeFX for 3ds max tutorial explains all aspects of cloth and soft body simulation concepts and it will teach you how to create soft body simulation with permanent deformations. We will explain all types of constraints used in simulation and what is their purpose. PhysX will be used to handle all the collisions.

 

 

Generate and Control Spline Shapes

 

In this FumeFX for 3ds max tutorial particles are driven along the object surface by using the Follow Surface node. Data from the Follow Surface node is used to evaluate the surface vertex color intensity which we'll use to vary the spline radius. Cached result will be rendered with the Arnold renderer's curve primitive that allows direct spline rendering without the need to perform the meshing step.

 

 

Chocolate With PhysX Joints

 

This is a nice trick how to create viscous chocolate simulation without using FLIP of SPH solver. It utilizes Neighbours node to dynamically create PhysX distance joints which keep particles together.

 

 

Essentials: Rendering with Redshift Render

 

As of FumeFX 5.0.6 and Redshift 3.0.17 it became possible to render FumeFX fluid simulations directly by using a powerful 3ds max GPU renderer - Redshift by using only the RS Volume material. This eliminated the tedious task of exporting FumeFX simulations to .vdb and re-importing them back into the RS Volume Grid. This FumeFX Essentials tutorial will guide you through all the necessary steps needed to render FumeFX with the Redshift renderer. This direct support allows artists to render their FumeFX fluid simulations on the GPU easier and faster than ever before.

 

 

Fire and Smoke Portal

 

In this tutorial we're going to show you how to create a portal effect that was inspired by the Avengers Infinity War movie portal that appears when Thanos arrives to Wakanda. The portal in that shot displays dark tendrils with small lightings that illuminate it. Instead of the bluish glow we went with the fiery look and simulation that has benefitted from more detail.

 

We're going to use FumeFX Effectors to control the smoke tendrils around the torus and for final rendering we will use the Arnold renderer. Scanline renderer scene is also provided.

 

You can download files from: https://bit.ly/2JBeLc2

 

 

Billowing Smoke/Fire

 

This basic tutorial shows you how to setup a realistic billowing smoke that can be used for various effects ranging from  pyroclastic clouds to avalanches.

 

We'll show you a great new FumeFX 5.0.4 addition - the Parameter Check option that allows you to quickly spot which parameters were changed.

 

Conservative advection will make sure that the smoke keeps rolling and does not lose any mass during this 260 frames of animation.

 

We'll go through the simple and efficient Arnold Standard Volume shader setup that converts billowing smoke into a raging wall of fire that rushed towards the camera.

 

Download complete scene from: http://bit.ly/33h2y2K

 

 

Carpet Bombing

 

In this tutorial you will learn how to create a carpet bombing explosion by using the FumeFX 5 and Arnold renderer in 3ds max 2019. This sort of explosion occurs with a liquid fuel like napalm. Next time we'll cover other types of explosions.

 

This is a relatively simple tutorial that does not require extensive 3ds max or FumeFX skills and will earn you how to use FumeFX expansion, Geometry Source normal velocity as well as Arnold renderer setup to render an explosion.

 

 

Download complete scene from: http://bit.ly/3nJUKPK

 

 

Dry Ice

 

In this tutorial you will learn how to create a dry ice effect in a sci-fi environment by using the FumeFX 5.0.3.

 

We're going to use Particle Flow as a source and FumeFX Effector to control the gravity and dry ice layer thickness.  For final rendering we will use the Arnold renderer and show few rendering optimization tips.

 

 

Download complete scene from: http://bit.ly/2x4R3wj

 

 

tyFlow Fluid Force

 

Explore with us the tyFlow's PhysX operators and learn how to use the FumeFX velocity field to carry maple leaves across the desert floor.

 

Download complete scene from:http://bit.ly/2ZZ20vG