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Creating a large scale explosion using FumeFx

By Vikas Nagolkar
Web: Open Site
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Date Added: 11th April 2014
Software used:
Misc

Adding your source

Now is a great time to save your file. You should get into the habit of saving your file periodically to avoid losing your work.

Now we can take the final steps. First, go to the last tab 'Obj/Src'. There, you'll find an empty stack. Add the Particle Src you created earlier.

You'll also notice that once you load that source in FFX GUI, a new empty stack will be highlighted below. Add your PF Source inside that FumeFX Particle source (if you didn't include earlier).

1859_tid_7.jpg
 
Adding your created sources to the stack

Lights and camera

Now save your file again.

At this point, I also begin to implement the lights and camera placement and settings. See the screenshot here for my set up.

1859_tid_8.jpg
 
My lighting and camera setup

Simulation

You'll notice at this point that if you hit the Simulation button, it won't simulate. So the proper order is to save the simulation file first.

Go to the General tab and in the output sub-tab you'll find the Output path. Just next to that there will be a small box. Hit that box. It will open and ask us to save our cache file. Save the file as 'FFX_Scanline_Plumer_.fxd'. Now '.fxd' defines the FumeFX data, and the cache file has been calculated on the overall values we have amended in FFX GUI.

Let's save our file as 'Scanline_Plumer_Finished' and simulate our file.

1859_tid_zzzzz_9--_1_.gif
 
The final effect

Related links

Check out Vikas' tutorial on creating smoke-based explosions using FumeFX
Vikas has uploaded some VFX videos to his Vimeo
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