Maya Fluids - Moving Torch Flame

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  10 October 2013
Maya Fluids - Moving Torch Flame


I've created a torch flame and I'm quite happy with it, however when I move the torch, the flame doesn't follow fast enough. The Movement is not that fast, but the flame turns like 90 degree. How can I influence this behavior?

Thanks in advance


  10 October 2013
possibly the particle conserve, or I could be way off ha!
  10 October 2013
You need to speed up the flames. Real flames tend to rise very quickly. You can try simply increasing the simulation rate scale, but I'm not sure if that will take care of everthing. Without changing the rate scale what needs to happen is the emission rate needs to be increased, the density+temp dissipation need to increase and also the buoyancy needs to be increased.
  10 October 2013
You might also need to increase substeps and perhaps emit in substeps, although note that it can cause some stepping when you have motion streak on the emitter. (an alternative to substeps can be to cache with subframes) With substeps make sure resize in substeps is ON.

Also for the autoresize make sure the boundaries on the fluid are set to NONE, and you can increase the auto resize margin to 1 or 3 which can help it resize faster.
  10 October 2013
I hope this isn't a violation of the CGSociety terms of use, but here's a shameless plug: I created a paid tutorial on this very subject.
  10 October 2013
Thank you guys,

Increasing substeps, buoyancy and dissipation helped. But I had to dial in crazy values like 1000 in buoyancy to really see a difference. But now the flame, and especially the smoke is REALLY fast. Is there some way to work against this?

Here is the result...
  10 October 2013
The buoyancy should be only on the temperature. The density should have no buoyancy( ie. the flames should rise fast but the smoke should rise more slowly ). Perhaps even a tiny bit of damp (very tiny) would help slow the smoke. Or one could even make the temperature buoyancy still higher and the density buoyancy a little negative. (note: sometimes in dynamics you need to type extreme values outside the range of the sliders)
  10 October 2013
Thanks again, Duncan!

Now I understood the difference between the density and temperature sliders.
I think it looks great now Or what do you think? Still something to improve?
  10 October 2013
I can't load your latest animation, but based on the earlier one something I would change is to make the fluid color dark grey. There are a couple of problems with the light colored smoke: the color is too close to water vapour as opposed to soot, and as well if there was a lot of steam the color would be illuminated more from the flame(i.e. red) than the overhead lights.

You could enable use real lights on the fluid( if not already enabled ), then position a red point light with raytrace shadows parented to the fluid emitter but moved towards the character a bit so it is not entirely inside the fluid( and thus shadowed). The intensity of the light could be randomly modulated with an expression or keyframes to make it flicker a bit.
  10 October 2013
aaah, a very good hint!

I rendered the fluids on a separate layer, so I could color correct the smoke in nuke. Maybe an orange tint and a bit more flickering would be good to match it even better... I'll experiment with that a bit more...

But as you said, maybe a real light in maya would be better to illuminate it more realistically...

This link should work now...

Last edited by actinidia : 10 October 2013 at 09:17 AM.
  10 October 2013
In terms of the lighting, a question that comes to mind is "why is he using a torch when there is a bright floodlight someone is shining on his back, and why does that floodlight not seem to cast any shadows?" This kind of scene seems to call for a moody lighting where the the flame is the main light source and there are shadows cast everywhere. There might not even be much diffuse component to what one would see of the character but rather glancing specular reflections, or "rim lighting" in a chiaroscuro style.
  10 October 2013
sorry for my late reply. I was really busy simulating the flame in the other shots.

In terms of lighting: At the moment there is just a physical sun&sky portal light. Maybe I have to reduce the exposure there, so that the torch does make more sense. More shadows would be really great indeed... but I haven't figured out how to achieve this...
I'm working on it!

Thanks for the input
  10 October 2013
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