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hto
12-21-2007, 11:36 PM
Hello There.

I'm going to start developin an effect like a vapor or smoke like a dry ice. and it should be thickest at the bottom and gets thinner as it gets higher.

I'm going to use fluids. but I'm not sure if is the best way to go or which settings, need to use to achieve this type of effect?.

please see the reference.
http://youtube.com/watch?v=KGGbCuf2-2I

Thanks for you advice and suggestions.

hto.

Gravedigger
12-25-2007, 12:44 PM
hmm.. it doesn't get thinner the higher it gets. this gas is very cool so it sinks. it stays on the ground unless there's no wind blowing it around.

maya fluids is surely a good things for such effects but you should keep in mind that this effect needs a high resolution fluid shape to look nice.

the settings for this effect aren't that complicated. you don't need temperature and fuel. well you can use temperature but i think it's not that essential.
then you need some turbulence with a low frequency so you get nice big shapes of smoke/gas.
with the density buoyancy less than 0 you can achieve the effect of staying at the ground and the turbulence will blow some parts up in the air

hto
12-26-2007, 11:38 PM
Thanks Gravedigger,

I've been working with this effect and I think I'm getting there. but I have one question, if I one to see the fluid, when the scene starts. how can I do that?. I did change on the Contents Method/Density from dynamic grid to gradient. but I cannot see the fluids movement. its another way to fill the container and have movement?.

The container data resolution
resolution 120 5 240
size 30 1 60

I think I need more smoke. but I'm not sure how to get it...

Its a way to delete or eliminate the fluid that is not on camara?.

cheers.

Happy Holidays..

hto.

Gravedigger
12-27-2007, 12:19 PM
well what you experience now are the disadvantages of maya fluids.

resolution 120 5 240?? 5 sounds too little for me. do you really get a nice movement?

how do you emit at the moment? with an omni emitter? depending on what your looking for you could maybe make a plane on the floor which emits for a few frames some smoke. then it stops emitting and lets the smoke dancing around.

you can't delete fluid particles which arent in the camera because this would cause problems. fluids is a system which tries to simulate particles more or less like in real life. when you delete particles just because they aren't seen then the other particles won't be influenced correctly.
and the particles aren't really the things that make your computer gasping. it's because of the resolution. every section in the fluidshape has values for its velocity, temperature, density, fuel and other attributes.

you can cache the animation.so when everything is setup properly you can save the data and it won't be neccessary to recompute the whole thing everytime.

if you want the container to be filled at the beginning you can:
1. start the rendering with frame 30 or whatever
2. you can set the initial state of a fluid (look up the maya documentation at the 'dynamics and effects'->'fluid effects'->'playing fluid'->'fluids initial state' section

when you need more smoke you can go to your emitter node and there set at the fluidEmitter->FluidAttributes section the density/voxel/sec to a higher value.
you can also add emitters to a fluidshape with a negative value for density/voxel/sec. this will remove density from your grid. but as i already mentioned. this won't increase the computation speed and some effects won't work anymore.

hope this helps!

hto
01-07-2008, 10:31 PM
Hello,

Thanks for your replays Gravedigger.

about my resolution if I put a higher number I got an warning message. "Performance may be affected due to high memory usage" and crash my scene after I press continue. thats why I've been working with that resolution.

I have one more question, how can I sculpt the fluid if I need the height of the mist should be lower then the pan/tilt camera on the tank and it should be thickest at the bottom
and gets thinner as it gets higher so that by the time it's the height of the sensors on the top part of the tank it shoulod be hazy but you can still see the sensors.

so far the fluid looks so default. I've been moving settings, but not getting to any place.

any suggestion will be awesome to hear.

Thanks in advance.

hto.

hto
01-09-2008, 10:23 PM
Hello there.. I think that I got the thicker vapor on the bottom part. i just need to get the vapor thats gets thinnes at it gets higher, and idea how to achieve that?.

cheers..

hto

Aikiman
01-10-2008, 06:57 PM
Up the dissapation or diffusion settings on your density, that should eat up the density over time and will be the easiest method. If you want your density to thin out based on height you would have to use some mel.

hto
01-16-2008, 04:17 AM
Thanks Aikiman.

I will play around with the ideas that you suggest. and about mel scripting I will love to give it a shot.

I will post as soon as I get something new.

hto

hto
03-05-2008, 10:18 PM
Hello there...

I have a new question.. in the maya fluids examples\visor\Miscellaneous\BlowingSurfaceSnow.ma

I would like to achieve that kind of effect. in the example is not dynamic. If I put a car to pass throug the smoke nothing happen..

I did a a test making initial state to this scene, and the move everything to dynamic. but didnt affect at all..

What I like about this effect is how in some parts of the container has more smoke than others, is like a group of smoke.. or more dense in some places..

it is a way to achieve the exact effect but doing it dynamicly?..

Thanks in adavance

hto.

Aikiman
03-06-2008, 01:32 AM
That example if I remember correctly uses mel to emit density and velocity from the side of the container so if you have a look at the expressions you will see how for loops are being used. Below is a link to a .avi movie I quickly threw togther, maybe this is what you are after. To get objects interaction with your fluid you need to use the motion field in the fluids menu.


http://rapidshare.com/files/97390142/Vapor.zip.html

hto
03-07-2008, 01:48 AM
Hello Aikiman, Firstly I would like to thank you for thanking the time..

I did check the expression that example has. on the texture time and texture origen, that the way that they create the expressions. for that reason, Think I cannot make it reacts when my car pass trough.. The example that you show me was really close of what I'm looking for.. Could you tell me how to achieve that type of effect, please?.

Thank you again for your time.,

Hto.

Aikiman
03-07-2008, 02:13 AM
Heres the scene file for you. These are the attributes that make this work. High density bouyency and swirl (with some turbulence) for a violent reaction. Then increase dissapation/diffusion for quick dissolve of fluid, turn on self shadow and give the fluidshape a hi resolution. All the rest are at their defaults.

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