Hi there ,
Here , my two cents …
A fluid simulation test , done a couple years ago.
Anyway thanks to all of you for share all this knowledge ! ![]()
Hi there ,
Here , my two cents …
A fluid simulation test , done a couple years ago.
Anyway thanks to all of you for share all this knowledge ! ![]()
Nope, it was telling me it was an unknown compression type.
=/
New link works just fine though
=)
Stuffit Expander 10.0.1 on the mac works just fine.
BTW azshall, mac version maya still cant see a mel script inside a folder inside my scripts directory. God knows why but everything you make I usually cant use because you create it in a folder and just sourcing the script wont work.
****ing hell. hahahaha… I generally put things in a folder because there is multiple MEL scripts and its easier to maintain that way. What script(s) in particular… I’ll mod them specifically for you/mac users to live inside the /scripts folder only.
Mate, I know why you do it and I think its a great idea I only wish sourcing it was that easy, surely I can write an extra forward slash somewhere so it can locate the stuff?!
Anyways, theres been 2 or 3 but the most recent is shFluidTexturizer and crucutski, I think there was another one called SethsFolder but it must be on my computer at home, cant remember what it was now.
Hope its not too much of a pain?!
My go at a nuke bomb. No where near as good as tokanohanna but thanks to his one, I picked up one or two nice pointers /thumbsup.
Resolution: 70, 140, 70
Playblast only sorry
Please excuse the nice square fluid when it reaches the boundary. ;=]
Nice one Aikiman! I really like the thick smoke and the colors. I just think it’s a bit too swirly and too fast for a nuke, but that would be easily fixed.
Great works guys, really love this thread!! ![]()
Awesome smoke,but its rly too fast I cant see the blast part.Can you tell me what density value are you using pls :>.
Scob I liked your reel too! Loved the Space/rocket launch stuff. Why was the crocadile shot only a play blast?
robozyt great sim with such a low rez container! That’s not easy to make. just an air field to push it in a direction, simple and effective. If you need a little more control you can set specific velelocity… a simple version that pushes all the velocities on one side of the container
setFluidAttr -at velocity -xi 0 -vv 50 0 0 fluidShape1;
(and explanation for whoever is interested)
set what? (-at = atttribute) velocity.
Where? (-xi = xIndex meaning what slice of x you want. if you had a fluid container that was 10 voxels in x you could set that anywhere between 0 and 10) so we set the xIndex to 0 could be x y or z whatever you need.
How much? (-vv vector value) because velocity is a vector (density for example is a float) set the vector value the velocity. se set it here to 50 in x and 0 in y and z if this was going to be pushing fluids up in y it would look like this
setFluidAttr -at velocity -yi 0 -vv 0 50 0 fluidShape1;
and lastly on what? the fluidshape.
so put that in any expression node and it will work whenever the fluid is active. More examples of this little bit of code is in the fluid wind tunnel examples in the fluid example fiels in the visor.
OR just use the air field, lol. Maya it can be as simple or complex as you want, eh? I find this easier to control, but probably just about the same.
Thanks a lot , I m really glad that you guys liked my reel ! ![]()
Perhaps I should post it , on the “finished work animation” … 
And why the playblast , because i wasn’t able to take the finales images.To be honest I forgot it before “THE backup”… 
Anyway thanks again…
I will try to post few sim asap.
@robozyt thanks, yes this action is too fast in the beginning, although theres something up with the video when played on Vimeo, it kinda jumps the first bit a little which doesnt help but I will have a play with it and fine tune.
@kdronez density is keyed from 30 to zero.
Scob, great reel. Very inspiring work. Proves that maya is quite versatile. Your shuttle takeoff reminds me of the shuttle sim in Walle.
Jeremy, nice job on the nuke. Did you use a volume axis for the ground plume? It was well done. Looking forward to seeing the final render.
Been a bit busy, but I found some time to cook up another sim last night. The goal was to once again try and achieve a FumeFx based smoke. I double my texture scale this time and used temperature instead of speed for my incandescence. The res was 150x300x150.
Was thinking about going higher, but I was quite happy with this res.
Great thread guys, keep em coming.
WOW !
Thanks a lot, ok it “just reminds” , it makes me really glad !! ^^
But I am light years from Wall E , it s the shuttle takeoff , of “Fly me to the moon”.

Cheers
Jerome
That sim looks fantastic. Very nice job on the rendering as well!
…If I tried to do a sim at that resolution on this machine I think it would explode… Ugh I need a new rig.