View Full Version : Fluid particles display to real ones
Hi,
I looked everywhere, and I couldn't find it in the thread.
I'd like to "convert" maya fluids particles into real ones.
That is, the particle presentation one you see as presentation of fluids.
Also if using fluids emitter as particles emitter is there a way to control numbers of emitted particles?
I'm kind of pressed by the deadline, so any help would be great...
Solution would be cool, but I would be happy with a good directions...
Thanks
Als
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I dond't know if this is what you want to do but try:
* Putting a particle emitter where your fluid emitter is.
* Set the "conserve" on your particles to very low (normally ppl put it to 0, but sometimes I have a number of 0.1 or 0.05).
* Using the "Dynamic relatioship" window, set the fluid container as a field for the particles.
I'm not sure about what you meant when you wrote "control numbers of emitted particles". If you mean controlling how many particles that are emitted, you can set the max ammount of particles in the particle shape node. If you mean that you want to control the ID of the emitted particles, I don't think there is a way of doing it.
Thanks, but that's not what I'm after.
This doesn't make the same number of particles, and it spreads them differently.
What I need is the exact replica of what you see when you look at the fluid as a "wireframe" particle display.
If you don't have particle emitter in the scene, but you connect particles to fluid emitter, it will emit particles.
Thanks
Al
darktding
11-14-2007, 03:27 PM
A while ago I was playing with a similar idea....
Here is a simple script I worked on and hopefully it can give you a jump start...
ChaosBlackMagician
11-14-2007, 03:33 PM
that would be a cool script
darktding
11-14-2007, 03:33 PM
A while back I was playing with a similar idea...
create a fluidBox, create an expression ssFluidSprite("nameOfFluidBox");
Hopefully this script will give you a jump start
pgraham
11-14-2007, 03:53 PM
That's a tough one. If all you need is a render of it, just playblast the fluid in wireframe mode. If you need to create the particles to interact with other objects, you'll have to make an expression that reads the densities of the fluid voxels and generates particles randomly scattered within each voxel. It would probably have to erase all the particles and start over each frame.
I bet someone at autodesk could find the real method pretty quickly.
edit: yeah that's pretty much what darktding's script does, you'll just need to erase it and reapply it each frame.
Thanks Darktding,
Thanks a lot!
That's great...
Als
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11-16-2007, 03:23 AM
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