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View Full Version : Fluid effects-concerning scale attributes on the maya fluidShape node


torebjerkan
12-06-2006, 06:30 PM
I've consulted the Maya help files about the fluidShape node. It states that the scale attributes , found under the content details section, are multipliers. It is supposed to be multiplied with the value already present inside the container. I.e. density scale is mult. by the (initial?) density value in the container. Now, this is all sound and easy to understand when the content method is set to static, gradient or some paint value I've manually placed there. However, dynamic grids on the other hand holds no values prior to the multiplication. This must mean a multiplication by zero, hence nothing should happen. Well, the obvious answer here must be that I'm wrong, because stuff is certainly happening. So, where does this values that the scale attr. is multiplied with come from? the emitter? If somebody would be so courteous to untangle my confusion I would be very grateful. Thanks in advance.

pgraham
12-07-2006, 07:05 PM
It's not just the initial density. The help file does not say "initial." If you emit density into the container, it changes the values in the container. So like the help file says, the scale multiplies the values in the container. It happens all the time, even after the values in the container change.

Maybe if you think of it like scaling an object it will help. An object scale always applies, even if the object geometry changes. It doesn't just apply at frame zero, or before the geometry changes, but all the time.

torebjerkan
12-10-2006, 02:44 PM
May be it would make sense that the scale is multiplied by the respective value on one of these? I.e. temprature scale multiplied with Heat/Voxel/Sec? Or am I far off again?

Aikiman
12-10-2006, 07:45 PM
It is, each multiplier refers to its respective attribute whether you are using a static container or a dynamic one. You dont have to use these multipliers, you could always try emitting twice as much density to get the same effect as pushing the density scale back up to one. But that could involve extra keyframing or messing around with the graph editor when you could just use the multiplier instead.

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