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FumeFX v5 for Cinema 4D
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FumeFX is a powerful fluid dynamics plugin-in for Maxon Cinema 4D, designed for simulation and rendering of realistic fire, smoke, explosions and other gaseous phenomena. Unrivalled in its ability to capture the subtlety and complexity of fluid gas behavior it is favored among visual effects artists, game developers, visualization professionals and everyone else who demand the utmost in realism.





Workflow

The innovative FumeFX user interface combines all the major fluid simulation components making the simulation setup easy and efficient. It allows user to change parameters during the simulation with instant feedback or even to directly edit FumeFX sources without the need to switch back and forth between dialogs.



GPU Viewport

The GPU accelerated viewport produces render-comparable images to give instant feedback on appearance and behavior of the simulation. Among many advantages, it supports viewport .png export during the simulation.

Network

In order to boost productivity, FumeFX can utilize Deadline, or remote desktop applications to run simulation tasks on another computer with FumeFX or FumeFX SL installed.

 

Requirements

FumeFX has been developed and tested on Windows 8 64-bit and Windows 10 64-bit. 

Computers with a minimum of 8Gb memory are recommended. Processors with at least SSE 4.1 are required.






Simulation

Simulations are created through the calculations of the FumeFX solver. This proceeds in steps that correspond to Cinema 4D frames; or, if you require greater accuracy and stability, it can also simulate in multiple steps per frame.


Simulation stems from whatever object that you pick as your FumeFX Object Source. In the parameters for this source, you will choose the values for smoke, temperature, fire, and velocity - the main elements of simulation. During simulation these values are set at every voxel that the source touches.


At the beginning of each step, the FumeFX solver applies any external influences that are within the boundaries of the grid. These can be FumeFX sources that add fire, smoke or movement; space warps that will force fluid movement similar to the way in which they force particles; or even solid objects that block or interrupt fluid movement. Then, forces such as gravity and buoyancy are applied. And finally, "post-processing" is done; this is where forces such as dissipation and diffusion are applied, fuel is burned and smoke is created.


The results of the simulation are saved at the end of each step in files - with the extension ".fxd" - that remember the values for each voxel within the FumeFX grid. Simulation is done with floating point precision; output files are saved with half that precision. You will need a lot of disk space for long and detailed simulations, perhaps tens of Gigabytes (see Memory Requirements for more details).


After the simulation is finished and caches saved, it is possible to further refine the existing simulation by adding details using Wavelet Turbulence mode. Wavelet mode operates on the Default mode caches by upscaling them and applying procedurally generated detail and swirling.


As a final step, it is possible to optimize caches and even to retime them by using Retimer mode.















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