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FumeFX
Gaseous fluid dynamics simulator for 3ds Max.
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FumeFX is a powerful fluid dynamics engine designed for the simulation and
rendering of realistic fire, smoke, explosion, and other gaseous phenomena. It’s
versatility, robustness, and intuitive workflow make it a perfect solution for
even the most demanding tasks in the computer graphics industry.
This groundbreaking plug-in has already been production proven in titles such as
Superman Returns and The Host (Gwoemul).
Key Features
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.
- 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 is possible with almost every aspect of FumeFX, including
access to all simulation data.
- FumeFX is capable of dynamic interaction with other scene objects.
Simulation
- Start simulations from scratch or by using other simulation results as
starting point.
- Stop, pause and continue simulations at any point.
- Simulation is multithreaded – user can select how many CPU’s to dedicate to
simulation.
- Simulations beyond available memory can be swapped to disk.
- User can watch the simulation progress in the interactive Preview Window.
- Draft simulations can be created in mere minutes for fast previewing.
- User has control of which data will be written to output files for rendering
and other uses.
Rendering
- The Preview Window gives users almost instant feedback on render settings.
- Fast self-shadowing is produced through an Illumination Map.
- A highly efficient Multiple Scattering model enhances light dispersion
throughout fluid.
- Fluid Mapping integrates procedural map details with fluid motion.
- Plug-in design includes advanced Global Illumination casting support for
finalRender.
- The dynamic FusionWorks atmospheric renderer provides:
- Proper blending of all Sitni Sati atmospherics (coming soon!)
- Balanced mixing of FumeFX and compatible atmospherics with 3ds Max Fog
- Ability to apply Image Motion Blur
- Option to affect Effect Channel
- Z depth
Workflow
- The main user interface is presented in a movable, scalable dialog, referred
to as the Floater Window. 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.
- During simulation, a status window displays useful information, such as
simulation status, elapsed and remaining time, and memory usage.
- One of the biggest workflow timesavers is the Preview Window. It produces
render-comparable images to give instant feedback on appearance and behavior of
a simulation.
- FumeFX can also show all simulated data inside the viewports. Depending on the
data type, in can be displayed as shaded dots, a vector field, or even as a
numerical depiction.
-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 set-ups, which can all be
loaded or mixed with a few clicks.
Simulation
The core of FumeFX’s simulation technology is VoxelFlow – an application
independent solver that is capable of simulating gaseous fluids. It runs both on
32-bit and 64-bit Windows.
- VoxelFlow is 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.
- Fluid motion is affected by a combination of physical forces, such as
buoyancy, gravity, and pressure, and user defined forces, such as 3ds Max space
warps or the movement of solid objects.
- If there is a need for a 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
simulation will produce similar results, making it possible to compute previews
in minutes.
- One the images above we were timing 45 frames of simulation using various grid
spacing.
Sources
FumeFX Sources are the essential element of any simulation. They are the
source of temperature, fuel, smoke and motion for the simulation.
- 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 Simple Source, it is easy to create wind,
candles, torches, blasts and smoke. For a customized emission of each channel,
any 3D procedural texture map can be used as its mask.
- Object source can create fire or smoke on any geometric object, which it can
treat as solid or hollow. Like simple Source, every emitted channel has a mask.
Any 2D or 3D texture map can be used, with ability to use any RGB component of
the map. Simple example is fire spreading over the surface, controlled by noise
map with animated thresholds.
- Particle Source uses any 3ds Max particle system as a source, including full
support for Particle Flow and Thinking Particles. Each particle acts like a
simple source with a given radius. All parameters (radius, channel emissions)
have variation per particle. AFC’s, (Animation Flow Curves) well know to the
AfterBurn users, give control over parameters in dependence of particle age.
- As an addition, sources can affect values of any channel by using a special
controller that reads voxel data. In practice, this means that source can emit
fuel when temperature (or any other existing data) inside a voxel is above or
below a user-defined threshold.
- By using controllers, user can also write an expression that will evaluate
temperature inside the voxel and based on its value, decide how much of the fuel
will be added to the voxel (temperature and fuel were used for an example only).
Particle Operators
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. And most importantly, FumeFX and particle
systems can dynamically affect each other at the same time.
- The three 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.
- An additional 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 FumeFX simulation.
- TP can also affect FumeFX simulation with its geometry output, making FumeFX
an ideal choice to add realistic detail to any TP scene.
Fluid Mapping
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 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 simulation in order to use it at rendering
time.
- Fluid Mapping enables the user to overlay 3D procedural textures on the flow.
This dramatically increases detail, which correctly follows fire or smoke
movement, with minimal increase in simulation time.
- Also, procedural texture parameters can be tweaked without the need to
recalculate simulation.
Shading
FumeFX comes with two built-in shaders:
- The Standard Shader has controls for rendering Fire, Smoke and Fuel channels.
It blends all of them automatically, even if smoke and fire exist inside the
same voxel.
- 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 finalRender. User can control Global
Illumination’s strength multiplier to control the contribution of illumination
that comes from FumeFX.
Illumination
For realistic rendering, it is important to compute the interaction between
light and any gaseous medium. 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 be reused during rendering.
- Additional adjustments of that 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.
Scripting
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.
FusionWorks
It 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 possible overlapping in world space.
- FusionWorks is our new technology that will overcome this problem and allow
all Sitni Sati atmospheric effects (FumeFX, AfterBurn, DreamScape and ScatterVL
Pro) to blend properly. It also allows proper blending between FusionWorks
enabled plug-in and standard 3ds Max fog. Image below is an example of proper
blending between FumeFX, ScatterVL Pro and standard 3ds Max Fog.
- Further extension to default 3ds Max atmospherics is Render Effects support.
Currently, FusionWorks enables atmospherics to use the Image Motion Blur and
also any other effect that uses Effect ID.
- Render Elements provided by FumeFX and FusionWorks can produce separate fire
and smoke outputs.
Sample AVIs (Click to view)
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FumeFX
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$720.00
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