Experimenting With TurbulenceFD

Experimenting with TurbulenceFD
Recently, I’ve been putting a lot of time aside to learn new stuff (as I encourage you all as well) and one of those things is TurbulenceFD by Jawset. Essentially, it’s a fire/smoke plugin for Cinema 4D that utilizes a voxel-based solver for its simulations. I’ve tried TurbulenceFD a long time ago when I first started learning Cinema 4D and I wasn’t able to achieve a satisfying result. Fast forward a few years, and this plugin is a lot easier to navigate and use. Although the plugin isn’t deathly complex, it certainly takes a lot of experimentation to get stuff to look right.

As you can see, I’m using a watermarked demo version of TFD because I haven’t found a need to use it for professional projects (yet). Based on how easy it is for me now, I may just pick up an educational license of TFD (which is extremely affordable by the way, and yes I am still a student).

Here’s my first rendered experimentation with TurbulenceFD. In this experiment, I focused primarily on getting the flame to look right (the hardest part in my opinion). In the next few experiments, I will be experimenting with smoke and the physics of things. It would be awesome if I could generate my own fire and composite it into my projects, who doesn’t like a nice big explosion?

TurbulenceFD CC

Let’s take a look at one of the more interesting things: color correction. It’s important to remember that you do not need to get the flames looking perfect within Cinema 4D, it would just take forever. On the left you can see what TurbulenceFD looked like fresh out of C4D. On the right is the same flame element color corrected in AE using Curves, Hue & Saturation, and Levels. The key is to get the shading right within C4D and focus on the difference between the high temperature areas and low temperature areas. Basically, you want to get the highlights and the darker cooler spots on the flame to show, that’s it. In AE, we can then enhance those shadings, add contrast, and most importantly manipulate the colors.

In terms of workflow, the rendering times were fairly decent. The whole thing rendered in about 10-15 minutes using a Voxel Size of 0.5cm. Keep in mind I didn’t use any lights within the scene, which should slow it down a bit due to shading. I can’t wait to keep experimenting with this plugin, it is extremely fun. I will be looking forward to incorporating it with other particle systems to create even more dynamic stuff. If I ever do get a full license, you guys can expect a ton of tutorials on TurbulenceFD as I believe there are hardly any decent tutorials for this plugin.

Let me know what you think! Do you guys have any tips on TFD? Have you been using this or Fumefx? Let me know in the comments.

11 thoughts on “Experimenting With TurbulenceFD

  1. Yes, please do more tutorials on this. I’ve been looking at a lot of plugins for the past couple years with smoke, fire and liquids for cinema 4d. I haven’t been able to get much useable information. So more of this would be great…

    1. Thanks for the feedback Rob, I’ll certainly try to pump out some content. I understand your struggle on the lack of content part.

  2. Awesome!

    I think you could make it even more realistic when you give the fire a more blueish colour at the base. To give the impression that the flames are much hotter there!

      1. I know you’re better at this than most, but please make sure to cover the CC in after effects after the render.

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