Hello everybody! This is my first post here. Hope to find some help.
I’ve created a fluid fx flame and I want to bend/warp the flame tip. In other words, first let the flame origin behave naturally by the fluids own means, and then gradually take over control of the upper region of the flame to make it follow a path.
I’ve tried using fields, but either the fluid breaks up or it looks like it’s simply affected by a wind blowing over it.
Then I tried emitting fields on a per-particle basis from a curve flow, attracting the fluid density to the particles. No great results there.
Now, and so far the most promising approach, I’m using a curve flow again, but no fields, just affecting the fluid by having each particle address the voxel it’s passing through, using expressions like setFluidAttr -at “velocity” -ad
I’ve included expressions for “pushing in” fluid at the edges of the flow, trying to prevent the density from escaping the flow.
And I’m adding density and temperature from the particles too, to keep a visible intensity throughout the flow. Everything is controlled gradually by being connected to ramps connected to particle age.
Still it’s really tough to keep the fluid coherent and maintain a decent look.
I don’t expect to maintain a “flame look” as the particles take over control. But at least a live plasma like energy look… sort of thing
Any ideas? Any experience with a mixture of expressions for this approaching this? Or other, and preferably easier ways of “bending flames” within Maya fluids?