Hello, I'm a French 3D student in my second year. And I found out about your channel 3 days ago and I really like it. Your FD Phoenix tutos are really good and easy to understand. I must say your work is amazing
I'm so glad your channel exists, so hard to find good tutorials for 3ds max volumetrics. In the future I'd love to see a Missile/Rocket smoke trail that follows a moving object!
Hey, I have no Idea of fume FX. But I wonder if the directional wind in 1 direction does really make sense? I mean the main wind has tu be from the rotors and the turbulence under the helicopter?? So why not to constraint the wind to the helicopter position and rotation? That would make more physical sense to me.
great work. did you make the ground a defector? what is stopping your particles from dropping below zero? would you have a suggestion as to how to get the pflow to follow an uneven ground terrain? i was thinking of linking it to dummy that has surface constraint to the terrain then linking the dummy to the heli? last question can this be done without pflow or t?
Quite possibly your emitter is on the exact same bottom level with the container smoke grid, so when you set Jammed -Z only particles are visible, make sure the emitter sits tiny bit inside the container sim.
hi sir whenever switch to vray render setting , the simulation effects are not seen , while in scanline render i can able to see the output.. is there any changes have to be done any settings.? thanks
The end result looks amazing as is but I'm wondering did you try attaching the wind force directly under the heli like it would actually produce it? I know you don't need it since you are already spawning particles from center on outwards but at least the direction could be affected directly by the orientation of the heli.
thanks alot for all these amazing tutorials.. just one question ..can you please tell us how you render the final animation?! i mean steps, settings and so one.. thanks alot again🙏
Hello again. I know you say these tutorials are a simple setup. I guess they will be once I get more familiar but I was wondering why you used particle flow instead of Tyflow. I'm still trying to understand why people go back to particle flow. Were you unable to do the particle system in Tyflow?
I would love to see a version of this in Maya. There is one in French, but my French is a bit rusty. I think they cribbed off you. Will just have to figure it out. Bit rusty in Max.
@@RedefineFX Dude your emit stop is 3000000 or infinity.A blast can't last for infinity as it should last 1 or 2 frame then what should be done that was my question dear and I don't copy others set up I make my own.you have explosion tute also but that was not done by pf source but I intend to make a blast by pf source.
Hi thanks for the video... I have an issue, the smoke is not visible when I render a few frames only the 'x' appears like smoke. Please help me out with that issue...
And I also get a warning: "PhoenixFDFire001: Using the Progressive sampler with the PhoenixFD Light Cache will slow down the render considerably. ...The PhoenixFD Light Cache will not be used for this render." this error show when i render the animation...
i am getting a lot of blotchy spots in the rendering, and they are moving pretty fast, even having a resolution of 30mio voxels and the smoke itself doesnt move that fast, do you have any idea what the problem could be?
Doesn't work for me in that way... If I add pflow in PHXSource nothing happens in simulation, but if I select pflow and apply smoke sim it starts to simulate. But also works only if pflow have shape operator... nothing happen without it... wtf. Results is completely different. And after 30-40 frames phoenix stuck at sim progress even with lowest resolution
Hi man, I want to make a smoke trail from jet fighter, like this video: ruclips.net/video/OB72fOB6ruQ/видео.html. But I´m not adjusting correctly turbulance to make it thin and than expand. Or it stays thin or expands from start. Do you have some video or link do know more and solve? Thanks and awesome videos!
Hello, I'm a French 3D student in my second year. And I found out about your channel 3 days ago and I really like it. Your FD Phoenix tutos are really good and easy to understand. I must say your work is amazing
Thank you
I'm so glad your channel exists, so hard to find good tutorials for 3ds max volumetrics. In the future I'd love to see a Missile/Rocket smoke trail that follows a moving object!
Glad you find these helpful thank you
Glad to finally see some Phoenix FD tutorials.
Thanks!
Could you please show how you animated the helicopter
Great tutorial am adapting it to Maya.
Hey, I have no Idea of fume FX. But I wonder if the directional wind in 1 direction does really make sense? I mean the main wind has tu be from the rotors and the turbulence under the helicopter?? So why not to constraint the wind to the helicopter position and rotation? That would make more physical sense to me.
Great! Thanks. Would love to see how to create this kind of effect with foam on ocean surface.
Jesse, Maestro, Sensei, I am so very grateful for you and your videos. Thank you for being the awesomest and coolest VFx artist jefe :)
wow~thanks a lot. i'm really like your tutorials . thanks you very much.
Thank you
One word "Awesome"
Thank you sooo much
great work. did you make the ground a defector? what is stopping your particles from dropping below zero? would you have a suggestion as to how to get the pflow to follow an uneven ground terrain? i was thinking of linking it to dummy that has surface constraint to the terrain then linking the dummy to the heli? last question can this be done without pflow or t?
Did you figure out how to get the pflow to follow an uneven ground terrain?
I love you man!
I said this because you read me in head mine . You are the best!
@@MarcoCastiglioneVisualArtist haha love you right back
Awesome work! Question... I followed the tutorial but only have the emitter showing with no smoke... what am I doing wrong? Thanks
the same problem, did you solve it?
same here?
Quite possibly your emitter is on the exact same bottom level with the container smoke grid, so when you set Jammed -Z only particles are visible, make sure the emitter sits tiny bit inside the container sim.
Great as always! Thanks so much, Jesse!
Awesome work sir
When I run simulation it give cache error and smoke not seeing please help me
Hi there - How could I make a ball of water explode at the camera, then have the liquid fly and stick to a logo please? Thank you
nice tutorial, but I wonder how to make particle emit a bigger smoke at the first?
Thank you Jesse. Great tutorial. Doing it today :)
love you brother !!! keep coming them
Before watching the full video , I gave thumbs up 🖤🍻
Subscribed, turned on the bell icon !
Thank you
@@RedefineFX I'm also a vfx student & I am huge fan of your tutorials, pls make more tutorials !#respect
i wish there was a rotor wash tutorial for embergen
Great tutorial
Thank you
thanks Jesse great job and thumbs up for all the hard work to make your tutorials
Thank you
Can you please make a tutorial about how to put this kind of 3d scene in videos.
just like hollywood movies
amazing!! thank you Jesse!
Thanks so much
nice one love it
hi sir whenever switch to vray render setting , the simulation effects are not seen , while in scanline render i can able to see the output.. is there any changes have to be done any settings.? thanks
Cara você é muito bom, obrigado por compartilhar esse trabalho conosco !!
really good men, success on your channel
Thanks!
I love it
Many thanks for this video! as usual, you are awesome!
The end result looks amazing as is but I'm wondering did you try attaching the wind force directly under the heli like it would actually produce it? I know you don't need it since you are already spawning particles from center on outwards but at least the direction could be affected directly by the orientation of the heli.
Keep up the good work your tutorials helps to achieve a higher level of animation, thumbs up
Glad to hear that Thank you
Great tutorial ma, thanks a lot. One question: The shadows of dusty clouds are in the video but not in the single frame render, isn´t?
Thanks. There are shadows in both.
Can you make a dust tornado tutorial? Please
I am really grateful to you for this useful knowledge. :3
Thank you Dante
Hopping to see waterfall sim with foam :P
Not making that tutorial since there’s a preset for it.
Cool! Thanks!
Thank you!
when rendering my smoke onlyseen as boxes. I am confused how can I fix it?
awesome!
Thank you Sergey
wonderful
Thank you Filippo
Nice!
Thank you!
What vfx application used?
yeah I'm the 200th who press the like botton, nice tutorial by the way ^_^
Thank you Sandi
Where's the project file? It's not in the Megapack, don't see it anywhere else on your website. Thanks!!
updated link added to description for ya
thanks alot for all these amazing tutorials.. just one question ..can you please tell us how you render the final animation?! i mean steps, settings and so one.. thanks alot again🙏
Thanks. I’ve already done that in other tutorials on my channel.
@@RedefineFX oh sorry i didn't notice that.. i wish you all the best bro..may god bless you!
this might be a dumb question but is there a way to directly substitute your dummy with my own helicopter for the animation and test it out?
Just link your model to the dummy. Just like I do in the tutorial...
Hello again. I know you say these tutorials are a simple setup. I guess they will be once I get more familiar but I was wondering why you used particle flow instead of Tyflow. I'm still trying to understand why people go back to particle flow. Were you unable to do the particle system in Tyflow?
This tutorial was made before tyFlow existed, SIR.
@@RedefineFX Makes perfect sense. Thanks.
Is it possible to apply to maya?
I would love to see a version of this in Maya. There is one in French, but my French is a bit rusty. I think they cribbed off you. Will just have to figure it out. Bit rusty in Max.
Mr.Rede When my all particles is deleted then there is no smoke motion in my sim.creating dust explosion by pf source.
Download the project file and look at my setup
@@RedefineFX Dude your emit stop is 3000000 or infinity.A blast can't last for infinity as it should last 1 or 2 frame then what should be done that was my question dear and I don't copy others set up I make my own.you have explosion tute also but that was not done by pf source but I intend to make a blast by pf source.
@@RedefineFX When you will make a tutu with pf source for explosion??
wow this is what what Im looking for.. can I ask favor can you do a tutorial on afterburn effect plsss.
It’s on the list. Thanks so much Rath.
Hi thanks for the video... I have an issue, the smoke is not visible when I render a few frames only the 'x' appears like smoke. Please help me out with that issue...
I don’t know, are you using newest version Phoenix?
@@RedefineFX Yes, very recent version...
And I also get a warning: "PhoenixFDFire001: Using the Progressive sampler with the PhoenixFD Light Cache will slow down the render considerably. ...The PhoenixFD Light Cache will not be used for this render." this error show when i render the animation...
Download my project file and use my settings 😉
@@RedefineFX Yes, it works. Thank you...
i am getting a lot of blotchy spots in the rendering, and they are moving pretty fast, even having a resolution of 30mio voxels and the smoke itself doesnt move that fast, do you have any idea what the problem could be?
Turn off volume light cache in Phoenix render settings, just be ready for it to take much longer to render
hlo sir i need a help WHY DUST IS NOT VISIBLE IN VIEW PORT CAN U HELP ME
Enable GPU preview
@@RedefineFX sir can you guide me personally so that I can send you photo .. and i enable GPU then also it not visible
I can not render the image when using tyflow can you help me
add mesh operator
How to limit the life of smoke? I have it endless and does not disappear
Increase dissipation
@@RedefineFX Increased value, it is not that the smoke does not dissolve.
You can also use the voxel tuner (google it)
I don't see any smoke when I change the Adaptive grid to smoke ..... by the way thank you for the tutorials
No clue why but nothing will happen till you run the sim
What vfx used?
Doesn't work for me in that way... If I add pflow in PHXSource nothing happens in simulation, but if I select pflow and apply smoke sim it starts to simulate. But also works only if pflow have shape operator... nothing happen without it... wtf. Results is completely different. And after 30-40 frames phoenix stuck at sim progress even with lowest resolution
Very strange. Make sure you’re using Phoenix 3.12 and download my project file and look at my setup
Brother good work and please help me also to achieve this level😁
Thank you. There are over 40 tutorials on the channel. If you follow them all, you’ll be on this level ;)
@@RedefineFX yes sure..
@@RedefineFX 😁
But can you tell me how to render its passes and also composite them nuke or fusion or after effects...
I’ve already covered that in the explosion tut
Pls upload new videos also
I am very pleasure so that hard working, Good luck
Dont understand, I do all the steps, but somehow it simulationg but I cant see any smoke. This drives me crazy
Make sure you add particle Flow as your source for the smoke and that they are being emitted inside the grid and not right on the grid wall
In other words, try moving PF flow slightly up above the ground
@@RedefineFX thanks. Somehow it worked when I started a smoke preset. And changed all the values. I have no clue why to be honest
Lastima que sea en 3d Max
Hi man, I want to make a smoke trail from jet fighter, like this video: ruclips.net/video/OB72fOB6ruQ/видео.html. But I´m not adjusting correctly turbulance to make it thin and than expand. Or it stays thin or expands from start. Do you have some video or link do know more and solve? Thanks and awesome videos!
Anyone watching in 2020??