LC #42 Pipers Alley

View Full Version : Smoke Bomb

10-19-2009, 09:17 AM
hello,ppl can u tell me how can i catch soft smoke bomb fx using maya fluid.
if anybody has try this b4 then plz share ur experience.Thank you
Smoke Bomb Detail 1 (
Smoke Bomb Detail 2 (
Smoke Bomb Detail 3 (

10-19-2009, 07:37 PM
very high res, very low diffusion on density, use boyancy to drive the smoke, heat driven turbulence, lots of swirl. color shading would be pretty flat, use self shadowing.

id use a 2d fluid because you need very high res. in general you should setup the effect in a high res 2d fluid and then go from there.

p.s. to get the kind of wispy as what you see on the far right, that looks like it would require a texture on the opacity. but id keep textures away from the emitter source. a distance gradient on texture would work.

10-19-2009, 09:33 PM
for this kind of effect particle clouds simulation shaded with a fluid shader , is also very interesting. a black and white puffy clouds fluids shader with an RGB lighting in xyz + self shadowing for your render pass. then you color your smoke and give volume to your clouds with your favorites compositing soft .

if swirl is very important you can use particles modify by a fluids ...

10-20-2009, 06:17 AM
Hey,stooch & SebKaine thnx 4 reply.And now i want to make choice with only maya fluids.And want to learn more from this post:Driving Fluid Attributes (Buoyancy,Swirl,etc) with Textures (

10-22-2009, 04:25 AM
Hello,i want to make "Killer Box" i mean when fluids enter to perticular area it will destroy.Same funda like lifespanPP=0
if u know some expression or elzzz plz tell me fast.

10-22-2009, 11:42 PM
Make a volume fluid emitter set at -1000 density. that should "kill" it

10-26-2009, 01:57 AM
Maybe something along these lines?
I'm going to try to render the full animation tonight and if it's good ruchitinfushion, I'll share the scene file.

Edit: the scene file ( and the video (


10-26-2009, 01:24 PM
hy shawn,

would really appreciate if you shared the scenefile !

10-27-2009, 02:54 AM
Animation turned out ok.

It's up on vimeo:

And the scene is here:

That render had an nCache with samples set to 0.5 and I saved every 2 samples (making it cache of 24 fps, but a simulation of 48 fps). I cached density and texture, but the texture movement comes more from a translation of the texture origin (see the expression in the scene).

Second, it's over 5 million voxels (3 hours to cache), so try testing it with a res of 50x110x220 which is only 1.38 million voxels. You also don't have to sample at 48fps when testing.


10-27-2009, 05:09 AM
OMG......Wonderfull job.Hello PPL try to use this bomb in Christmas and spread the color of love.Thank you YourDaftPunk

10-27-2009, 05:58 AM
nice work Shawn ... thanks for sharing

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