FumeFX Explosion and integration, matchmoved in SynthEyes

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Uploaded by on Aug 9, 2009

Another quick test.
I Simulated an explosion with much smoke and a little bit of fire and rendered it on multi pass exporting the Exlposion and the shadows in 2 different layers to compose the smoke correctly.
In After Effects I added a little bit of cam shake and extra color.
Matchmoved in SynthEyes for tripod matchmove.
I used Particle Flow to distort the exlposion.
-No Shockwave
-No Dust

If anyone is interested in the project files, mail me or write a comment, I'll send them to you.
I think about making a tutorial If I have time.

  • likes, 24 dislikes

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Uploader Comments (vfxworld)

  • u need to train more ^^ ill tell ya why 2morrow

  • The shadow is to be enhanced. Colder flames. Gradient to update. Too much shadow. Beginning was not good. Double casted shadows to be fixed. More fluid mapping. Particle emitter has to be slower. Flames should emit from the ground, not a sphere. Shockwave to add. Shadow- and smoke color are not correct. Flame/Ground interaction looks unreal. Tell me sth. more. I know what is wrong with this. Every time I do a new effect, I learn more. On the next explosion it'll look fulfil those criterias.
  • pretty amazing, i'd like to know if its a partcile source or object source doing this. And yes, i would like to obtain this amazing project file ;)

  • The trick is not to use one, but multiple Sources.

    I used simple sources as well as particle sources.

    All in all I used 8 sources.

  • at 0:08 paused , seen a white area next to the explo on ground , I think that has to be white!

    what do u think?

    But looking fine.

  • Well, that's a rendering problem. I rendered the smoke but cuz I turned on multiple scattering, 3ds max has seen the flame as light source so there is no shadow in that area.

    I used a simple orange layer in AE and added it to make it look like light coming from the flame.

    I made 2 versions of this. in the ohter one, the cam zooms into the explo so you're not able to see this area.

    Also if you look closely, the shadow is not casted correctly. That's because I mirrored the exlpo after rendering it

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All Comments (28)

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  • no bad))

  • What program?

  • Wow richtig Geil :D Ich liebe explosionen :D

  • that looked disgusting

  • I think there should be a smokey atmosphere

  • I liked the smoke, but somehow found the flame too ... Well too "flamy". I also missed a shockwave and some dust, but that probably only is because I'm just a compositor ;D

  • @vfxworld shit i forgot..lol,the light emitted by fire needs to be more red...

  • @vfxworld yeah thats true but also smoke needs less intense noise field and the mapping for the fire fluid is not right.(as you said) and you should do something with the density field on the smoke to make its life shorter(maybe multiply with .9 for every frame or smthg so it ages and does not dissolve due to noise field only.).Finally(-.-) you need to decrease the magnitude of the vorticles..I know how hard is to complete a project like this so i have to say that this is a very nice animation

  • how long did you make this? so cool bro

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