In this tutorial, we will learn how to create particle effects from the beginning to final render. Throughout this tutorial, we are going to talk about FumeFX and PFlow from the basics to more advanced techniques. We'll also cover some rendering techniques in KRAKATOA, including the Magma Flow Editor. We'll see how to increment our particle count using the partitioning, and finally we'll look at how to composite the particles in NUKE. After completing this tutorial, we'll have a much better understanding of fluids and how to manage and render particles. Software required: 3ds Max 2012, FumeFX 2.0, KRAKATOA 1.6, NUKE.
Introduction and Project Overview <<MUSIC PLAYING>> Hello, everyone. This is Eduard Schulze-Battmann. I am a CG artist <<INAUDIBLE>>. I've been working for CG for about five years. I specialize in simulations with particle dynamics and fluids, especially Maya, 3ds Max, RealFlow, FumeFX, and Krakatoa. In this series of lessons, we are going to cover the complete workflow between FumeFX that is working with Max, <<INAUDIBLE>> Flow, and the Krakatoa rendering engine. And we're going to rely on some very cool and interesting effects. We're going to also explore the main features of FumeFX, some Krakatoa rendering techniques, and to compose the particles with <<INAUDIBLE>>. So let's go ahead and get started.