I decided to render out some of my best FumeFX Setups from the past 4 months or so. You can watch the final video here- Fume FX RnD & Tests - Jan 2015
I've been aiming to work up my Fume Skills further, working on optimization techniques, without loosing quality, aswell as just genrally making cool CG Explosions!
I decided to put them on black rather than checkers, because you can see the smoke detail more easily.
The Heavy Bomb Style Setups-
These are using colour caching in Fume to get the mutli coloured smokes, I used high multiple scattering and smoke density to get the fire and smoke mixing alot more realistically. I watch a lot maybe to many explosion references on Youtube, the aim of these tests aswell was to get the inital emissions of the fire more realistic, I wanted to avoid that normal plume of smoke/column of fire emission you see alot in Fume Tests.
For this test I wanted to get nice Ring Explosions, Formally Radial Explosions! The emission is very simple, using a torus animated to expand, then using PFlow to emit a quick burst of particles from the surface with some initial speed then deleting. Using a very high smoke density, and due to the emissions been throughout the sim, the turbulence was done using an effector, by fire density, because the smoke is generated from the fire, the smoke also inherits the fires turb so you have to be careful with the values.
Air Explosion and Engine Explosion-
The Aerial Explosion is a setup for when doing a plane been shot down for example, using mutiple emitters for the inital fireball, then thicker smoke trails and thinner smoke trails, all of these 6 emitters are in the same grid using Colour Caching again to get the multi coloured smoke.
The Turbine Engine Explosion consits of 3 Fume Grids, one grid for the Main Explosions, One For the Secondary Explosions, and one for the Smoke trails and firey tip smoke trails.