FumeFX Explosion and integration, matchmoved in SynthEyes
Uploader Comments (vfxworld)
Video Responses
All Comments (28)
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no bad))
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What program?
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Wow richtig Geil :D Ich liebe explosionen :D
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that looked disgusting
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I think there should be a smokey atmosphere
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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
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@vfxworld shit i forgot..lol,the light emitted by fire needs to be more red...
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@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
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how long did you make this? so cool bro
u need to train more ^^ ill tell ya why 2morrow
kakokakobo 2 years ago
vfxworld 2 years ago 7
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 ;)
teun3sixty 2 years ago
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.
vfxworld 2 years ago
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.
baban606 2 years ago
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
vfxworld 2 years ago