How did you turn the incandescence into smoke? I want the smoke retained a little before it fade out. However, I can’t get rid of the incandescence. It cannot completely turn into grey smoke. It’s still a little orange before it dies off.
Fluids Smoke
I tried but it didn’t work. I keyed the input bias at frame 1 (0.5) and frame 10 (-0.2). It works for the first 10 frame but after that, all particle becomes smoke trail and I don’t see the flame right at the bottom of the rocket.
I tried to connect rgbPP which defined by a ramp. I set the array minimum as -0.3 and max is 0.5. Then, I connected it to Input bias but it didn’t work either. It only keeps one value and stick to it.
Na, what needs to happen is you have to use a setrange node so Maya knows which is your new min and your new max values otherwise your incand will just go from 0-1.
Basically your new min will be something like 0.8 and new Max will be -0.3 or whatever it is in your incand input bias then you can pass the normalisedAge value into a setrange node and put those values into the new min and new max while the old min/max is 0 and 1. Then you plug the setRange into the inputbias. Its all in the thread.
Normally to guve you more control I would create a userScalarPP and create a ramp for it over age of particle, thats the same as plugging the normalisedAge straight into the setRange but instead you can now have a ramp to control the bias also, giving that added control.
So you mean Input Bias won’t understand the min and max of the Arraymaper whatsoever right? Input bias only understand the value of the setRange node instead of the Arraymaper, doesn’t it?
Well, I did as you said but it seems input Bias only keep the max value. Take a look at my scene if anything wrong.
http://www.mediafire.com/?sharekey=519a9a059d78618375a4fc82078ae6c8e04e75f6e8ebb871
You are just about there. All you do now is hook the particleSamplerInfo node UserScalarPP attribute into the X in value of the setRange and then the X out value into the input bias, which you have already done and you’re away!.
So connecting the ramp out color to the setRange is wrong. Thank you, Aikiman. I learn a new thing today
I have thought that the setRange and normaliseAge only used when I run out of userScalar.
Yes, all the shading information has to pass through the PSI node, you cant go from the ramp to the setRange.
I wonder if there is any way to apply overBurn fluids shaders to particles in an easy maner.
I am trying to add a fluid shader to my RealFlow particles.
If you simply assign a fluidShader to your particles and make the particle render type clouds it should work. Assign the thickCloudPuff attribute preset to the fluidShader and lower the fluid shading quality a much as possible without dots or noise appearing in the final render. You can connect a particleSamplerInfo outTransparency and outColor to the fluid transparency and colorRamp first indice if you wish to modify opacity and color per particle. It is also useful to drive things like the fluid texture time with the particelSamplerInfo age.
Duncan
Duncan plz, can u tell us anything about maya 2010 and fluids? are there any new things, speed, improvements, etc? 
10x cheers
Thanks Duncan!
I am trying to simulate how a galaxy is creating, for that I´ll use several objects to instance with the particles mising suns and planets, but I want to add some volumetric effects. I added a link with a litle simulation of that. Any sugestion to get this kind of effects?
(this is not too off topic…) You might try creating a fluid node with the proportions of your galaxy. You could use animated emitters to paint density into it as the galaxy evolves (using curves as emitters might be useful). The fluid could have volumetric shadowing perhaps with a light source at the galaxy center. You could also texture the fluid. Enabling the dynamic texture coordinate grid on the fluid and applying a slight vortex field might also be useful to give the texture a little swirl to better simulate the look and moment. (not too much though or it would look unnatural) To get better integration of the stars and the volume then use the cloud render method on the particles and use volume samples override on the fluid.
For puffy clumps that move with the stars you might consider using large particles that are fluid shaded, as per this thread (note that in maya 2009 this is pretty easy, just set the nparticle creation to “thick cloud” before creating the nParticle system)
One other possibility is to have a particle expression that emits density into a fluid( the description how is either in this or other fluid threads here).
Note that one can get good looking 3D galaxies with gas clouds very quickly by simply painting with the galaxy and space gas paint effects brushes. (render in maya sw with pfx oversample for the best effect) One could animate brush attributes and curve positions for a galaxy formation, although particles probably provide for a more dynamic animation… especially if you want to handle things like orbiting planets.
Duncan
Lets keep this thread going, i read all of it today and my head is about to explode as im trying to retain all of this stuff. But i learned so much.
Thanks everyone.
It’s time to try new…What u say??
See This:Electrocolor Fluid
Oh It’s Smoky Smoky
Secret Is Still Hidden
sorry, i thought to ask him while he was still here