Setting parameters in the FumeFX system to set up the effect General settings In the viewport, you need to change the rotation of FFX Gravity Vector01 to the following: The gravity vector will change the Gravity Direction according to the icon. Finally, to create the FFX Gravity Vector, go to Create Panel > Helpers > Dropdown menu > FumeFX, and click on the Gravity Vector Button and generate it in viewport. Now you can rename FFX Particle Src01 to SSF Src. Z : 0.0 To create the FFX Particle Source, go to Create Panel > Helpers > Dropdown menu > FumeFX, then click on the Object Src Button and generate in the viewport.Now we can rename FumeFX01 to SSF Container, and in the viewport, change the position of the LSS Container to the following: Now click on the FumeFX button and Generate Container in the viewport. So first, to create the FumeFX Container, we need to go to Create Panel > Geometry > Dropdown menu > FumeFX. Now with our base texture map established, we are going to use 3 important things from the FumeFX System: the FumeFX Container, the FFX Object Source and the FFX Gravity Vector. Finally, you can adjust the color to appear the same as in the image and play with the Noise Parameter to displace the clean circle.Īllocating materials to the plane to create the base texture map Generate the FumeFX system Select the Gradient Ramp option and change the Gradient type to Radial. Now right-click on the Diffuse Color button, and the Material/Map Browser window will appear. Select a material slot and apply the material to your Plane01. To make this black-and-white map, first press M to open the Material Editor. This is the main reason we're using a texture map. This is important as we can program the fire and smoke to appear only from the white areas. So how do we go about this? First, I make a black-and-white map. You might be questioning why we are using a map in our effects – it's because I want to generate fire and smoke from a certain area for example, here, I want to generate the fire from the center of the plane. Then, in the viewport, adjust the following settings: Position of Plane01 Ĭreating a plane using a standard primitive, and adjusting the settings Make a texture map First, create a plane from the standard primitives menu on the right hand panel. Generate a planeĪs I mentioned before, there are different types of techniques you can use to make the small scale fire and smoke effect, but we are going to use Object Source. With this, we'll need to use a plane, Gradient map, standard lights (Target Spot and Omni), the Default Scanline render, and most importantly, the Wavelet Turbulence to add some detail. There are different techniques you can use to make this effect in FumeFX, for example Simple Source, Object Source, or Particle Source, but this time we will use Object Source with a texture map.
#FUMEFX TO OCTANE GRID MAPPING HOW TO#
In this tutorial, I'll show you how to create this small scale fire and smoke with the help of 3ds Max and the FumeFX plug-in. for small scale fire and smoke! You may already have seen small scale fire and smoke effects in game cinematics or war movies, and noticed that they increase the impact of the shot. So get ready for a blast sorry, not a blast. You may already be familiar with this working style, but I still want to say that I will make this tutorial with minimum parameters, with a few extra tricks. This time, I will cover how to create small scale fire and smoke.
Hello everyone, welcome to my second tutorial. VFX artist Vikrant Dalal takes us through the creation of small scale fire and smoke, with the help of FumeFX