Driving particle emmision with fluid - fluidtexture3d?

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  11 November 2013
Driving particle emmision with fluid - fluidtexture3d?

Hoping someone has an answer to this, im trying to drive particle emmision with a fluid. Currently using fluidtexture3d.
Does anyone know if its possible to hook fluidtexture3d to a particle emitters texture rate? Have tried with no luck so far.
Texture rate works fine with an image or checker etc, but when using fluidtexture3d to create a texture the object just emits particles all over. Is there another way of doing this? Soup? anyone know?
  11 November 2013
You could bake the 3d fluid out to file texture format then use that image sequence for emmision.
  11 November 2013
Hey, thanks for the reply. Yeah i was thinking about baking to texture but not sure how to bake a sequence. Any ideas?
  11 November 2013
3d texture makes it a bit harder...if it was a 2d shader you could just render a top down sequence then process them in Photoshop. With a 3d texture maybe try the software convert to texture option in the hypershade?

good luck
  12 December 2013
I would perhaps create particles using the emit command in a normal (non-particle) expression, although it depends what you are trying to do... do you just want to emit particles where there is fluid or do you want to do it from a surface that the texture is applied to>

If the former, create an expression and loop over the fluid voxels. I've attached a script that makes this easier to do. Just put the script in your scripts folder, then run Maya and create an expression like:

fluidParticleEmit fluidShape1 nParticleShape1 density 10.0 0 0 1.0 0 0 0 0;

The arguments to the mel command fluidParticleEmit are, in order:

fluid name (can be texture or fluid shape)
particle name
grid attribute to use for emission
emission rate
threshold value over which to emit particles
reverseThreshold... if true then emit when under threshold
position randomization
inherit velocity
speed speed of emission in a random direction
transfer ... if true then zero grid values where particles are emitted from
Attached Files
File Type: zip fluidParticleEmit.zip (1.2 KB, 20 views)
  12 December 2013
Hi Duncan thanks for the response, it was atually the latter - i wanted to emit from the surface the texture is applied to, but for some reason the fluidtexture, or the lambert its applied to wouldnt affect particle texture rate. So i just made a script to loop through and do convert to file texture each frame.
But the script you linked looks fab, heads buzzing with ideas for uses with it. Will come in very handy im sure! Thanks a bunch.
  12 December 2013
Yeah, convert to file is your best bet when using a 3d texture on particle emission. In general when using textures outside a shading context only 2d textures are supported currently.
  02 February 2014
select particles and fluidTexture then goto fields->Affect Selected Object(s) (be sure to be in Dynamics). In particleShape set Conserve to 0. This also works with the Fluid Container and/or nParticles.

edit: Not sure if this was meant...

Last edited by sit10 : 02 February 2014 at 12:25 AM.
  02 February 2014
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