In this video for 3ds max, we’ll continue working at the Water and Firestorm series, and we’ll focus on some water tweaks to have a more complex dynamic and fire tuning.
What we’ll do
In Part 2 of Water and Firestorm, we’ll tweak the sea level using two different HOT modifiers to have a more complex waves simulation, then we’ll tweak the FumeFX parameters to have a more detailed simulation for the basic fire level. Then we’ll be back on PFlow setup fixing it to have a good particle layer that can drive the fire/smoke simulation, and we’ll use it in a new FumeFX layer trying to have a good starting point to work at the firestorm wall. In Part 3 we’ll focus on this part of the simulation.