Yes, all the shading information has to pass through the PSI node, you cant go from the ramp to the setRange.
Fluids Smoke
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
U could probably do the same effect with 2d-fluid. I don’t know, for the fast setup, AE maybe better and easier…but most of the time we need is 3D smoke.
off topic question, can we make this thread as “sticky”?
Guys I have a problem here T_T.So aaaam I’m trying that overburn technique(thx to destruct007 for his great tutor :> ),but with nParticles+Thick Cloud preset aaaaaaand I have a problem.So everything seems to be ok its fade at the end etc.,but the tail is gray and I dont have gray as a color in my color or incandescence tab T_T.So aaaam can some one pls tell me how is the color driven by the nParticles and the fluid.I connect the age of the nParticles with the IncandescenceInputBias so it can get the color that I need,but… T_T.I also check the nodes it says that the color is driven by the color of the nParticles or smth IDK :>.
http://img88.imageshack.us/i/asdddh.jpg/
http://img246.imageshack.us/i/rockettrailii63.jpg/
p.s 1st one is just with the original fluid texture,2nd is when I conect age with IncandescenceInputBias and make color changes at the bias.
p.s With nParticles the overburn technique is more easyer,becouse you dont have to make all that connections with the nods etc. :>.Actualy I make just 2 connections frome the tutor:1st userVector1 to the Texture Origins and userScalar1 to the amplitude for the randomnes :>.This is my opinion ofcourse :>.
edit:NVM the question I solve the problem :>.Rly the nParticle color drive the fluids (same like when you make new fluid and you have to change the color to black in the shading tab ,but in this situation black is too dark,so you have to put it on less dark or smth-V 0.200 :> ).Now look little bit better I gues :>. link .Link for the new clip :>.
here’s some really good video reference of smoke
http://www.liveleak.com/view?i=942_1266805731
It’s also good for a cheap laugh 
@Fluiedge:
HAHA, I’m amashed to say they are compatriots from Quebec! This smoke show just cost him a few thousands bucks!
Well ppl need help and very new to fluids want to learn how to make explosion a basic tutorial or something i dont know what is overburn and how to use it can any1 help me out plzz.
I think the most important thing to know about fluids is that no single attribute has a specific effect on the fluid. To elaborate more on this…lets say you want your fluid to rise…density buoyancy is not the only thing that can make your fluid rise. Knowing all the different things that can make your fluid rise I think is key in understanding the different ways one can control fluids.
sorry, i thought to ask him while he was still here