That looks great for Maya fluids.
Fluid Effects vs Fume FX
Hey listen By changing weapon u can’t win war…for that u need stable mind…And to make this u need passion…Enjoy now.Best of luck
Yea but some army’s require you to know how to use a specific weapon, or don’t fight at all. In the the end you don’t really have a choice. Though I do understand what you are saying.
Ok so here is my first playblast on fire with resolution of 486448 with single emitter.
http://www.youtube.com/watch?v=034_OVoeOpU
http://www.vimeo.com/9780965
Now plz give more tips to add some more detail.Thnx
After Mr. Duncan provides us this:
http://area.autodesk.com/blogs/duncan/some_fun_stuff_in_maya2011
How can this discussion keep going?
What will this changes and in what manner will they affect the world of softwares, available to the public, of fluid simulations?
Are we talking of a huge breakthrough? Is Maya again in the front row?
Can we compared it now to FumeFx?
Well these are just some questions because I really didn’t wanted this thread to finish.
Cheers
Wow,
Duncan should change his name to King Duncan! No really, the ‘Fluid auto Resize’ feature is absolutely amazing. Fluid texture rotation, fluid emission. All very good improvements. What looks interesting was the lava example displaying the Nparticle output mesh improvements. Nparticles look very formidable and stable in this version. Really looking forward to get my hands on Maya 2011.
I’ll play the bad guy here. 
I see these changes as incremental. Evolutionary, not revolutionary. All welcome additions, but nothing that significantly advances the state of the art.
Couldnt agree with you more, but you know what? Fluid guys have been waiting for some changes for a long time now. Not only that I think QT is something to get excited over 
2011 is looking very promissing. And it ought to be, since we didnt get any real improvements on 2010. Still waiting for speed and memory managment improvements in fluids, but ok, we’ve got autosize grids, it should speed everything a lot!
Hey guys, awesome thread! really learned alot about fluids from this thread and the nuke thread. Heres my attempt at fire. Trying to make it look like this
http://205.201.216.162/upload/image/CAMPFIRE.jpg
using a couple of reference videos for the motion, however im finding it hard to get the vertical strokes, is it possible to achieve this using maya fluids?
Using a small 40x70x40 container. Im also having a bit of trouble shading the fire, although im assuming that due to the resolution of the container it looks too clean.
BTW is there any logic to scaling maya fluids? ie if i scale the container is there a couple of settings i can also increase/decrease to achieve similar results or do all the settings need adjusting?
http://www.youtube.com/watch?v=xQQBGPn8pLE
or
http://mythreed.com/campfire/fireTest29.avi
Thanks
I’d appreciate any feedback!
EDIT
the fire is going to be slotted into this scene (snow needs alot more work, and this is just a couple of test lights, it will need a better light rig)
EDIT the fire is going to be slotted into this scene (snow needs alot more work, and this is just a couple of test lights, it will need a better light rig)
I was going to tell you to increase the resolution but you have to see if the fire will have a loot of importance in the scene. Hading some motion blur to the flames will give it a rapid and realistic look. I think you should add particles to create sparks, usually it’s what happens in scenes like the ones you have there. It would give more “detail” to the fire and the scene. I really liked you test but probably you have to work on the “body” itself. It’s too strong.
One question whats your emitter? The flames came from what?
Talking about fire.
These are my latest results for my final animation project.
FumeFx & Maya:
Some are just tests, others are really final results but without post:
http://picasaweb.google.pt/vteixeira83/FinalAnimationProjectWIP#5451624232151990466
http://picasaweb.google.pt/vteixeira83/FinalAnimationProjectWIP#5452201268092697250
http://picasaweb.google.pt/vteixeira83/FinalAnimationProjectWIP#5452201276291766290
http://picasaweb.google.pt/vteixeira83/FinalAnimationProjectWIP#5452202281134144690
http://picasaweb.google.pt/vteixeira83/FinalAnimationProjectWIP#5452203306599280194
http://picasaweb.google.pt/vteixeira83/FinalAnimationProjectWIP#5452203313657882354
Hope you all like them.
I have worked a lot on the detrail because what interests me is to find a certain shapes, that dancing look of the flames. They are all in slow motion.
Cheers
Heres an update after increasing the container resolution to 80x140x80, ill try scaling it up to 96x168x96 for the final fluid, dont think my computer will do much higher than that. The flames go a little high so ill adjust the opacity graph and input bias and also the dissipation on the density
Thanks,
Heres the fire currently. Only thing done in comp is a glow around the fire and then made the tip slightly transparent so the edges aren’t as harsh.

The snow / ashes kiting around are maya or post?
I think it looks good… The whole scene has that cg look hard to shake off, but the flames are ok.
I would really like to see them animated with the scene.
Try to had some MB to them.
Did you had particles to create the sparks?
nparticles for the embers, then the snow is a quick comp but the animation will either be sprite particles or AE particle sprite’s. Think the snow needs altering a bit more, and the fire simulation has too much turbulence. I don’t know how to make it look more realistic and less cg, any advice?
Here’s an update to the fire, http://www.youtube.com/watch?v=2SFMNBVutGo
Need to add a little more temperature buoyancy. Im having a bit of a problem with the overall look however. Its very noisey. Is there a way to smooth the simulation? All grids except velocity is selected, sim rate is 4, render interoplator is smooth, sample method adaptivejittered.




can i fix this? or is the sim broken?