Fluids emitter questions

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  02 February 2013
Fluids emitter questions

I got this work in progress:


As you can see from that example, the fire emission is so "thick" that it's hard to read the "e" and the "s"
My emitters are flat polygonal shapes with no depth and I'm emitting using the surface.
Is there a value I can turn to make the emission of particles much "thinner"?
Basically I would like to be able to ready the text better.
I have already reduced dissipation and bouyancy but if I turn that down further, then it stops looking like fire.

Open to any suggestions.
  02 February 2013
Adjust your ramp on the opacity tab under shading till you get a result you are satisfied with. You just need to play with the ramp.
  02 February 2013
I played with that. So that's the only way then huh?

Originally Posted by siddhartha9: Adjust your ramp on the opacity tab under shading till you get a result you are satisfied with. You just need to play with the ramp.
Having nothing to say sometimes requires more wisdom...
  02 February 2013
you could also play with transparency.

another way would be to reduce the density from the emitter.
  02 February 2013
U might also get away with a little trick. create a emitter (either a standard volume emitter or a poly object emitter) and then set the emission to a negative value. this will kill the fluid in the nearby areas.
Voxels for dinner.
http://esvfx.wordpress.com/ maya vfx blog
  02 February 2013
incandescence ramp and opacity ramp will be the way i think, however you could ( maybe not at this point in the workflow) use the geo to emit some nparticles, get them to a nice base"fire" look, and then emit your fluids from them, .another lvl of control, another lvl of headache..
end of the day, pawn and king , same box
  02 February 2013
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