Step 2: Setting up the Fume FX Container
In order to set up Fume FX you need to create a container in which all the effects will be simulated (calculated /solved).
Let's set up Fume FX data and make it ready for visual presentation. Go to the standard primitive, hit the dropdown menu/sector and hit Fume FX (Fig.02
Now create the container just like you would create a box from geometry. Then go to the Modifier panel to open FFX_GUI and its related parameters.
Make sure you know which version of Fume FX you are using, as there have been major changes in the latest version of Fume FX and loading your latest files in older versions may prompt you with a few message. I am using Fume FX 3.0.1.
This tutorial and its file can be opened into any version of Fume FX you any have. I have used only the very basic techniques to acquire the result. No advance systems from the latest Fume FX version have been used.
Fume FX contains four main and important menus, and six very important tabs. The Simulation tab is the main engine of Fume FX so we'll look more into that part.
I'll break this Fume FX part into two sub-sectors. In one we'll add a particle into our source and in the second we'll majorly tweak settings from the FFX GUI.
Step 3: Setting Up the Fume FX Source
First of all save your file as "MSE_Plume_WIP".
Go to the Helper section, hit the dropdown menu, hit Fume FX and select Particle Source.
Add the particle flow you created earlier into its Fume FX source stack (Fig.03
Amend the settings to the figures given below (Fig.04
? Radius: 8.0
? Variation: 10.0
? Velocity Multiplier: 1.0
? Variation: 10.0
Step 4: Setting Up the Fume FX GUI
Now what I'll do is jot down each and every value from every tab to avoid creating any confusion. We'll start with the FFX General tab. Now the general tab contains four sub-tabs, namely General Parameters, Output, Playblast and 3ds Max script.