Cloud Generator for Maya 2011 & 2012

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  01 January 2012
Clouds Generator for Maya 2011 & 2012

Hi guys,

I finally find the time to correct and publish a script i made to create Clouds with maya.
Its pretty classic workflow i use nParticle to emit into a fluids. I use blobby to layout the emitters. Well maybe it will be useful for some Maya fx guys, and i hope it will give you faster result.

I publish all the infos in a new thread because i would like to centralize every bug request and problems meet by potential users, in this threads.

You can download the script here :

You can find a video Tutorial here on how to use the script :

And here a test anim i did with the script :

And here a photo preview :

Its not as good as Houdini volumetric tools but it gives pretty cool result. And for Maya user i hope it will be helpful.

If you meet any bugs or issue please post your feedback here.

What would be nice if you use the script in production, is to post the images you did with it, and if you find problems on the workflow to share your ideas.

Of course i'm open to any advice on how to enhance it, (if i find the time to ... )

Hope you like it guys cheers !

Last edited by SebKaine : 01 January 2012 at 11:06 PM.
  01 January 2012
Very many thanks for your script! This is an amazing contribution to the maya dynamics circle!
I saw your clouds video on youtube a long a time ago and was completely blown away by it. After reading you description about nparticles I gave it a try myself but now with this script its going to be so much more easy, fun and efficient (not tried it yet though)!

Again, a very heartily thanks for this new year gift!
  01 January 2012
Thanks! this is pretty cool.

Now I just have to figure out how to scatter the cubes on a base mesh to create clouds shaped like cars or dinosaurs. That would be an awesome timesaver rather than placing them all by hand.
  01 January 2012
Hi Pixteur, the script contain the procedure needed to achieve this, but i think it will be better to make an other tool for this specific goal. I don't like script tools with lot of fonctionality, i prefer to make a script that only do one thing well.

To fill a character its the same idea.
- you fill the objects with lot a points
- you emit into the fluids from those points

The pb is that the only way in script to do this is to use the getClosestPoint command to get position inside of a mesh. This command is very slow when you need lot of position. The other problem is that it tend to put less point in the small detail area, where detail is important.

The other pb is that in maya to get a nice fluid cloud shading, you will need to use texture opacity, this will destroy all the detail of your shape. Your fluid will still look like a car or a t-rex or a human, but you will loose 60% of all the details.

I find that the best way if you want to do this in maya its to use SOUP. because it use C++ API and the point generation is very fast. But the best part in soup is that you can layered your point generation. Thats what i use one the show that give me the idea of my script.

- you have your mesh you isolate 2 levels of detail
- L1 the base of the mesh that contain the silhouette of the character
- L2 that represent all the detail part
- with soup you generate 2 scatter L1 and L2 in your mesh
- what is great in soup is that you can paint the area where you want point for each level
- then you can use those position to emit directly into the fluids
- again you build 2 fluids L1 and L2 , L1 the low detail will be have a cluster aspect with lot a of noise, for L2 you will have less noise because don't want that texture opacity destroy all your detail

so to make a script for this is i think not very useful, cause at the core of all this you need to generate lot of point, and this is very slow in script while SOUP rocks at this.

I will try to make a test scene to show the idea, but as i'm super busy now you will have to wait a little ! you have nice exemple scene in SOUP website.

But at the end the best tool for those task is houdini because you will have the ability to work on your geometry as a volume and then sculpt directly this volume with your own noise pattern !

Last edited by SebKaine : 01 January 2012 at 08:17 AM.
  01 January 2012
great work Seb! thanks for sharing with us!
  01 January 2012
This looks very cool! Many thanks for sharing.

"Knowing is not enough, we must apply. Willing is not enough, we must do."-Bruce Lee

  01 January 2012
great research and work Seb and thank you very much for sharing not only the script but the process cheers!
  01 January 2012
Great stuff, thanks for sharing all your knowledge.
  01 January 2012
Wow! Thanks for sharing Emmanuel.

I saw this on your website at the back end of last year and was amazed by it.

I we can try and use this on a project soon.

Will update you with any images we create with it.

Many thanks,

beDistinct RecomFarmhouse IMDB LinkedIN
  01 January 2012
Def Seb thanks for this great tool !
LDEA Kon Kuatica
  01 January 2012
Question File missing

It's REALLY a great script!!
I have downloaded the script from here:

But I can't find AEfluidEmitterTemplate.mel anywhere in the RAR package.
It seems that this file didn't include in that RAR package.
  01 January 2012
File missing

It's really a AWESOME script!
But I found a ploblem that the RAR package I downloaded didn't include the "AEfluidEmitterTemplate.mel".
In the RAR package I can only find:
"install.txt", and a folder named

Last edited by purewave : 01 January 2012 at 01:48 PM.
  01 January 2012
hi purewave !

The AEfluidEmitterTemplate.mel is install in your
C:\Program Files\Autodesk\Maya2011\scripts\AETemplates folder
you just need to source it at startup, because the script need the procedure AEfluidEmitterRadiusPP to works correctly !

cheers !
  01 January 2012
Thumbs up Thank you!

SebKaine,Thank you very much for remind me that!
This script will help me a lot in my future work.
I have no words to express my gratitude!
  01 January 2012
This is awesome. Thank you for the script.
3d is cool!!!
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