Totally agree! maya version still need some tweek to avoid some txture repeating( not software problem, just need some tweek )
The instanced fluid method renders HORRIBLY slow!
Fluids Smoke
helo everyone! why anyone is not listening to me?
Plzzzz help, I want someone to tell me how to start with these things plzzzz.
just read the whole thread through from the start.
if some of it doesn’t make sense, check the maya documentation.
One thing you can do is play with the examples in the visor (window/general editor/visor). In fact there is an example of cigarette smoke in the visor made with 2D fluids (fluid example/smoke).
thank u Sir,
I have been doing this thing but the thing that I want to achieve is not cumin and with that cigratte thing, I m not satisfied. it seems that I have to look for other options. Can u plzz give me a hint to play with other things.
and can u tell me why my maximum maya files does not render them, i mean they show errors.
can you post some examples of what you´ve done so far. That would be very
helpfull to see where you are and to push you in to the right direction.
cuz its not even that hard…
you need a fluid with a lot of height and a bit turbulence, a small emitter and
good opacity input ramp, color is not so necessary - smoke is mostly grey 
Maybe the turbulence should be a field with a inversed falloff and thats it.
should work nicely.
You could maybe try to use particles driven by fluids…
Sorry but your questions are too vague to be answered correctly, you should ask more specific questions. In the path to knowledge the more important thing is to know what you don’t know.
Originally Posted by ratika
[i]thank u Sir,I have been doing this thing but the thing that I want to achieve is not cumin and with that cigratte thing, I m not satisfied. it seems that I have to look for other options. Can u plzz give me a hint to play with other things.
and can u tell me why my maximum maya files does not render them, i mean they show errors.
hey there!
this might be a lil good start to play with particles. I did a small test long time back to simulate something like wispy or incense stick smoke kind.This one done in maya 2009 with nparticles coz of cloud shaded view in viewport, though it need a lil polishing but same u can implement on normal particles. U can see the end result at :
http://www.youtube.com/watch?v=aLOjUXw5ymA
here is the file :
hope it helps!
sorry to jump in as this is a Fuild thread & my reply is not relevant to fluids but I m trying to help ratika. So I apologize for my post.
thnxs much
[/i]
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.
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?