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Thread: turbulance fd resources

  1. #1

    turbulance fd resources

    Does anyone know where i can find some already made scenes to play with?
    and tutorials.

    I'm looking for freebies to get me started.


    also - has anyone done any work using turbulanceFD to create CEL style explosions?

    i'm watching an anime called heavy objects - and it has alot of turbulance styled explosions
    really pretty stuff for cel!!


    https://www.youtube.com/watch?v=_epd6iK44D8

    or

    http://www.anime1.com/watch/heavy-object/episode-1
    Last edited by vonpietro; 02-05-2016 at 08:58 PM.
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  2. #2
    Michael Nicholson zapper1998's Avatar
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    Jawsets website has some..

    Or do a search for TurbulenceFD
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  3. #3
    Registered User ianr's Avatar
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    There was something in the old LW archive

    If you cant locate it, ask Jennifer Hachigian

    I am sure she would know its whereabouts

  4. #4
    I ONLY found a few tuts when i search, one from the lw user group was good, but i'm surprised there isn't more stuff out there.
    [url]https://www.artstation.com/artwork/kn21A[/u-- rl]
    fusion https://www.blackmagicdesign.com/products/fusion
    resolve https://www.blackmagicdesign.com/pro...avinciresolve/

  5. #5
    Registered User tommyc's Avatar
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    Liberty3d has some good paid tutorials for TFD.

  6. #6
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by vonpietro View Post
    I ONLY found a few tuts when i search, one from the lw user group was good, but i'm surprised there isn't more stuff out there.
    Donīt think you will find any advanced courses that are free, if you want it fast and done, the liberty3d site with the explosion nuke samples should get you up and going I think..not that I have it myself, but it has a lot of scenes provided with different types of explosions, think even Mr David Ridlen used that in some tests...

    If you can not afford it..you may be stuck with finding it out the cheap ...but also the hard and slow way.

    take a look at these samples..
    http://www.liberty3d.com/2014/04/tfd...-weapons-pack/


    to note...there are probably much much more users in the cinema4d platform, thus you might need to check out all that is free for that, and follow as much as you can...there are basic principle valid for both platforms, not all..but in general.

    otherwise turbulenceFD isnīt a fluid tool that is vastly used as far as I know off, for more higher end, and what I believe is mostly common for vfx of choice, I think maya and 3d max fumefx is sort of standard package.

    Not saying that turbulenceFd is bad or wrong, itīs just not that employed as standard tool..it may be cheaper and works for some things, where other vfx shots may require more complex and huge amount of cached sim files, that maybe propietary tools or scanline/flowline or houdini would handle more efficient.

    I have gotten a free prescription to many of Allan McKays explosion and destruction series, which he posts freely within email prescriptions..itīs so much I havenīt had the time to check it, and a downside is that I can only follow it in general without actually practicly following it through, since I do not have max or fume fx or maya, I just wanted to understand the general workflow and techniques employed.

    Allan Mckay also worked on 2012

    Allan McKay...
    https://vimeo.com/allanmckay

    God of war
    https://vimeo.com/88391123

    Allan McKay on imdb ...
    http://www.imdb.com/name/nm1905741/

    all vids...
    https://vimeo.com/allanmckay/videos

  7. #7
    RETROGRADER prometheus's Avatar
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    Maybe the Iron sky 2 movie will feature pixomondo work, from guys trained by Allan McKay ..in the 3d max and maya platform...doubt there will be another turbulenceFD and lightwave work in that fx regard...but who knows, you might think it should be there, since they established that pipeline before, then again..if they got more to spend on the budget, they seem to simply turn to an already well know vfx studio as pixomondo, and thus the choice of tools to use, is in the hands of what they feel comfortable with I reckon...and that is what governs it..not what they used before.

  8. #8
    allan is having way to much fun =)

    really nice stuff
    [url]https://www.artstation.com/artwork/kn21A[/u-- rl]
    fusion https://www.blackmagicdesign.com/products/fusion
    resolve https://www.blackmagicdesign.com/pro...avinciresolve/

  9. #9
    Registered User ianr's Avatar
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    Yeah!

    Mark Hennessy-Barrett's Presentation -https://www.youtube.com/watch?v=_cryRCYfoG0

    PARTS 1 & PARTS 2 he's having fun with Turb, problem is there's No Mic UP

    on the Audience's Questions

  10. #10
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by vonpietro View Post
    allan is having way to much fun =)

    really nice stuff
    yeah..

    just looking through some of his maya fx break and fume fx tutorials, only available through mail thanks to a prescription I did some months ago.
    A bit hard to motivate myself following it carefully...since I canīt use the tools he uses, but I want to get a general understanding of the workflow ..and if possible see if and how it could translate to working in lightwave..and proīs and conīs etc.

    What I miss in turbulenceFD, that is a proper previewer..sure vpr is nice...but it disprupts the workflow sort of, I mean that the turbulenceFD version for cinema4d has itīs own previewer to let you play the sim back and forth smoothly..and fumefx for maya has the same...with vpr it isnīt optimized for that, maybe if it worked a bit like old viper with direct play and replay, now viper doesnīt take in account the proper illumination ..so one can not use that for a proper feedback either.

  11. #11
    Quote Originally Posted by vonpietro View Post
    ....also - has anyone done any work using turbulanceFD to create CEL style explosions?...
    hi,
    for cel style look I would render with "normal" colour and remap it in a compositing software (for more flexibility). If you want, you can remap it in LW with Denis Pontonnier Image Filter Node Editor (DP Filter). Basicaly you feed the rendered color into a gradient and remap it to your own colours.

    Here some fast examples direct from LW.
    ciao
    Thomas
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    Web: www.dieleinwandhelden.com

    I use two pieces of the three-piece application with mocap module.

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