FumeFx Water Bubbles Tutorial
Hello iray dev blog readers! This is Besik Mzhavanadze and I have been working for over 10 years in the 3D industry based in Georgia, Tbilisi. This “making of” is about creating an underwater bubbles animation in 3ds Max, using Kakatoa, Frost and iray.
I do always try to keep the things simple and at the end of this “making of” you’ll see how easy it is to create realistic water bubbles in 3ds Max.
I started with Fumefx, I created ffx grid and for source I used simple source.
I wanted only the smoke simulation, so I turned off the “simulate fluid” checkbox. it turns off fire simulation. and I added velocity channel, it will be helpful later in pflow.
For testing and adjusting the parameters I used a low resolution grid. First i had to get to the desired look of a fluid. Only then I’ve increased the resolution. After a little while the fluid should stop emitting smoke, and the smoke should be much more spread out and not concentrated around the middle axes.
Under the simple Source Parameters I animated the Smoke Amount parameter from 2 to 0 at the frame 20-25 and I raised up the Velocity directional and Radial parameters respectively by 3 and 2.
To make it look like as the bubbles are interacting with the water surface, I`ve turned on this parameter.
Finally I raised up the grid resolution 3 times and hit the simulation button.
After that I imported Fumefx simulation into pflow using these nodes:
The motion of the particles looked fine, but some particles were floating in the air which wasn’t what I was looking for, so I used speed test node to eliminate slow moving particles.
Then I raised up the particle count to 1 million and to make the particles much more dense using Krakatoa, i multiplied the particle count with 10.
Using the Krakatoa PRT Loader I imported back the particles into 3ds Max.
I meshed the particles then using Frost.
The preview animation looks like this:
For the rendering I used iray. It gives fantastic results without loosing time to adjust tons of parameters. The shading and lighting process is much more fun and fast. For the water look I used the iray layered material. You can download it from here: NVIDIA ARC forum
It is a very functional material with many parameters. It is possible to create almost everything using this material. For the bubbles I used the Water preset and slightly modified the color to get to the desired look.
For the BG I created a plane with dark blue material and illuminated it using a photometric light.
For the bubbles I used 4 photometric lights, you can check the position and parameters of the lights in the picture.
To add more depth to the scene I have added particle bubbles and turned on depth of field. iray calculates DOF really fast.
For a more realistic look, I added motion blur too.
Then i made final tweaks in Fusion, slightly modified colors and contrast and also added glare at highlight areas.
You can see the final simulation result here:
I hope this was helpful for you. Thank you for reading!
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