CINEMA 4D TURBULENCEFD EXPLOSION TUTORIAL

You’re right about the speed of the initial blast. I’ve tried with objects, objects being omitted by particles and also using thinking particles – but it never quite looks right. The setting that’s missing is ‘Fire Creates Smoke’ which is what Fume has. However, from the tutorials I’ve seen of Fume FX it seems to be easier and more intuitive to control and achieve excellent results especially for this type of explosion. Even better- and also a good merchandiser: I recently came across this video training for fumefx and the results seem to me very realistic! It is fantastic, but it’s been highly edited making it seem slicker and easier than the reality.

However, from the tutorials I’ve seen of Fume FX it seems to be easier and more intuitive to control and achieve excellent results especially for this type of explosion. I’m just rebuilding another so will post when it’s ready. My main problem is to get the initial explosion to look right. This works brilliantly if you’re creating a continually burning fire. Too often it just looks like a blob. That said, it’s a lot more expensive.

I don’t know what the physics of this is, but I’m sure it’s the reason the Fume sims look as good as they do.

Cinema 4D | Creating and Compositing Blast and Shockwave

I think FUME’s ‘create smoke from fire’ setting is the equivalent of having density being omitted from the Burn channel. I completely understand your initial problem – I have the same. I recently came across this video training for fumefx and the results seem to me very realistic!

I’m just rebuilding another so will post when it’s ready. If you set up a particle blast the fuel and density is only omitted for a very short time. This works brilliantly if you’re creating a continually burning fire. Look at the transition from fire to smoke, the curling and bubbling development of rising smoke.

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The results look quite good for me, but the explosion is rather small in the video for a detailed analysis Unfortunately I cannot acces your tuts as a non-member, and membership was refused due to my email-adress you dont like gmx. Jawset Community Forum Skip to content. However, if you’re creating a burst if energy it doesn’t work, because you’re stuck with those initial density values.

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I really wonder, if one can come close to this with tfd i guess it is possible! Also, the fire doesn’t seem to organically burn out as well as it should. I never had any problems with this email adress or ads generated on all other forums or communities You’re right about the speed of the explosioon blast.

I’m sure this is down to my lack of knowledge. I’ve been pulling my hair out trying to fix this turbulsncefd. That would be really appreciated!

Some of the results of Turbulence FD are fantastic, don’t get me wrong. That would sxplosion great. However, from the tutorials I’ve seen of Fume FX it seems to be easier and more intuitive to control and achieve excellent results especially for this type of explosion.

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It is fantastic, but it’s been highly edited making it seem slicker and easier than the reality. Would it be possible to get a short instruction on the settings needed? Just in the beginning the rising is too quickly for me, maybe the smoke could have a finer gradient. TFT creates smoke from the emitter values or the fuel values. Im guessing this would be something that would have to work through uttorial burn settings of TFT. Too often it just looks like a blob.

My main problem is to get the initial explosion to look right.

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This means as the fire develops, moves and dissipates, it creates more organic and effective smoke. Can you give me an idea of your settings or share your scenefile?

I think you definetly need to do some keyframing for the initial blast. I’ve tried with objects, objects being omitted by particles and also using thinking particles – but it never quite looks right.

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I think your results are really not so bad, the overall behavior of fire and smoke and the transition fire to smoke already looks quite well for me.

The setting that’s missing is ‘Fire Creates Smoke’ which 4s what Fume has. Maybe my voxel size is still too big but it doesnt seem to look much better when i decrease it. Thanks for sharing – I’m exited to look into your settings I key framed the timing value to do this intentionally though.

Here’s one of my results. I wouldn’t be too fooled by the video copilot tutorial. That said, it’s a lot more expensive. This is due to the problem I mentioned in my post about the initial explosion looking blobby.

There are just too many parameters in the sim and you have to know all the interactions to get things right and good looking This is the problem.

Even better- and also a good merchandiser: The next problem I have is to get the fire smoke transition right – mostly my fire is surrounded by smoke but it should be mixed up in small curls etc.

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