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Getting started with FumeFX
Eduard Schulze-Battmann

Guest Tutor

Eduard Schulze-Battmann
So, today, we'll start [INAUDIBLE] lesson. We're going to use FumeFX to make the fluid that after will be our driver for our particles. So these are the last chance to change your animation before going ahead. And for this purpose, I'll change a little bit of animation. But don't worry, because you can find it in project files. And sorry, but the thing I forgot to tell you, that you can also view in the View [INAUDIBLE] Motion Trajectory by clicking Trajectories and in Motion tab. And as you can see, it's more easy to control your motion because you have real time feedback in your View port. And I've also changed the acceleration and length of the entire animation. And so you can turn off now Trajectory. And so now we can start to create FumeFX grid using as a reference this box that we've created previously. So let's create the FumeFX grid. Create in Create tab-- FumeFX, FumeFX. And you can use also the snap with the vertex option activated to snap our grid to the vertex of our box. So now let's hide the box. So now you can start to create the meter or fluid. So lets create a simple source in the [INAUDIBLE]-- FumeFX, Simple Source. So in this case, if you use the Simple Source-- because we have a sphere, and you can use the same shape of our sphere-- but if you have complex geometry, complex mesh, you can use the Object Source to animate from an object. So now if you start animation, as you can see, our meter doesn't follow the motion of our sphere. So we have to create a constraint. And you can create a constraint in the Animation tab. In this case, we need Position Constraint. So let's create-- Before you have to [INAUDIBLE] and after our sphere. So now we have the diameter constrained to the animation of our sphere. And now we can hide the sphere-- right selection. So now we have the meter-- just a meter-- and the FumeFX grid. So now we can start to work on the simulation in FumeFX. So let's open the FumeFX UI. So first of all, we have to add our meter to the system, so let's go under Objects, and Sources, and click on Pick Object, and select our Simple Source. So now the Simple Source is added to our system. So before to start the sim, check your output path here. And make sure that Velocity is exporting channels. It is very important because it's necessary after to narrate the Fluid Velocity to our particles. And increase the grid size, putting a lower value in the spacing, like 1.0 or less, like 0.8. And it's enough because we don't need a very [INAUDIBLE] sim. And let's start the sim. For now, you can increase just a little bit-- [INAUDIBLE] to 1.2-- the spacing-- just to have a quicker feedback of your sim. And Sim again. And so what we want to achieve, it's an ink like effect, and, of course, not something like that. So stop the sim. To give it the look that it's falling into water or something that, we have to change some parameters. So, first of all, decrease the gravity to a very low value. So go into Simulation tab under Gravity, and lower the value to 0.05 or something like that. And increase a little the Velocity Damping to 0.1, for instance, to create the start of drag force. After, we are going to change the [INAUDIBLE] stride here, to, for instance, 0.2, just to [INAUDIBLE] a little bit the Velocity Dissipation of our fluid. And uncheck also the Simulate tool because we don't need it. We need just the smoke. And let's start to Simulate again. So as you can see now, the trail of our sphere, it's more steady, [INAUDIBLE] to match, but don't worry, because now we have to play with the turbulence, to add some details, and to give it the feeling that it is [INAUDIBLE] by water. So let's stop the sim. So let's go into Turbulence, and let's start to increase the value to 0.4. [INAUDIBLE]-- put the scale to 25, detail to 5-- the maximum value-- and frames to a very high value, because we want a very slow turbulence, so like 600 or something like that. So if you want, you can use also Simulation Loop with [INAUDIBLE] activated, like I showed you last time to play a little with Turbulence parameter, with turbulence where we want. So let's start the sim. So as you can see, the fluid is like underwater or something like that. And I like its shape. And the problem now is that the turbulence is affecting my fluid continuously, and I don't want that. But I'd like to stop its influence at the same point. So to do that, so you can easily set a couple of keys to the Turbulence. And just to keep in mind, you can also animate all the other parameters in [INAUDIBLE] Effects and inside [INAUDIBLE]. And as you can see now, our fluid is totally messed up, but don't worry because we can fix it in a second. So to animate the Turbulence, you can activate the Auto key here. And, for instance, you can create the key here. So let's change the Turbulence value to 0, and now our Turbulence is animated along this frame period. So if you want see the course, you can open the Curve Writer. And as you can see here, we have our curve, and you should have an ease in and ease out, assuming that you haven't changed to the [INAUDIBLE] tangents. So that's disabled the Auto key mode. Let's close the Curve Writer. And you can also play with some parameters inside your meter. If you go under Object Sources, or select your meter, you can change the diameter if you want a smaller sphere. For example, you can also change the amount of smoke emitted. In this case, 12 is the full value, but it's enough. And you can also change Turbulence, the Velocity, so try that by yourself. So let's sim again to see all these changes. And we have to wait just a couple of seconds. And as you can see in the Preview, [INAUDIBLE] Turbulence is decreasing over time, thanks to the animation core that we have just created. So if you compare the sim with the previous, it's totally different. I hope that's is better-- this one. So if you like this look, you can start the final sim. But before, to do that, remember to disable Simulation Loop by clicking here, and increase the quality a little bit, like 0.8. And so as you can see now, the size of our container is changed. We have more [INAUDIBLE]. And let's shorten our [INAUDIBLE] line, because in the last three frames we don't have any animation. So let's open [INAUDIBLE] Configuration and decrease in time to 110 frames or less. So let's click OK. So now our [INAUDIBLE] line is upgraded. And let's change also the range inside FumeFX to our new length. So 110 frames also here. So now we are ready to start the final sim. Now, I'm going to pause this video, so see you in a minute. So here we go, this is the final sim. I don't know why, but I think that before accidentally I disabled the [INAUDIBLE] grid. And so make sure that is always enabled. And I've changed also the Smoke Dissipation Strength, here in the Simulation tab-- Smoke. And I've changed it to 0 just to keep alive our smoke as much as possible. So the first important step of this effect is completed. And remember that this is just a guideline. I suggest you to try different values that show different results that could be also better than this one.
In this tutorial we will learn how to create particle effects from the beginning to final render. Throughout this tutorial we are going to talk about FumeFX and PFlow from the basics to more advanced techniques. We'll also cover some rendering techniques in Krakatoa, including the Magma Flow Editor, we'll see how to increment our particle count using the partitioning, and finally we'll look how to composite the particles in NUKE. After completing this tutorial, we'll have a much better understanding of fluids and how to manage and render particles.