I am using a maya fluid container rendering with the hard surface renderer. I created a mel script to emit fluids based on the volume filled by a nurbs surface. Here is the problem, when the initial state is set by the script a staircasing effect is created between the voxels. At first I figured this was because each voxel was being emitted with a hard 1.0 density value. So I added a sampling attribute to the script, but this did not fix the problem. When the simulation is played out, it seems the simulator internally fixes the problem and smooths out the results. I need to find a way to set the fluid “angle” as it were to smooth out the results myself on the first frame, to fit the nurbs model better. As far as I can see there is no mel function to do this, but maybe I missed something. Perhaps a C++ solution is out there?
-Zac