Fluids Smoke


#41

>just one question: the way it looks is that the texture space is local to each particle right?

Yes. It is as if the fluid is scaled and translated to the position of each particle. One could write an expression using particleSampleInfo, setting the fluid’s texture scale and offset based on the start position and particle size at emission time such that the particles appear to emit from a larger coherent “block” of texture and then carry this with them. It would be a bit tricky to set up the right values, however. One needs to take into account things like the size attribute on the fluid in addition to the texture frequency value.

However the easy thing to do is simply animated the textureTime based on the particle and not try to make the overall noise coherent. The other thing one may wish to do is apply a random offset to the texture time or positoin for each particle so the noise varies from one to the other.

Duncan


#42

hi alexx, that looks great.
How long did that take to render (approximate)? Also, what rate were the particles emitted? That looks like a lot of particles in there. Looks really good though.


#43

he probably used the paint particle tool … right? :smiley:


#44

By the looks of it, your probably right. Guess I mean what’s the particle count, right? :slight_smile:


#45

I can’t get this to work i followed all the steps but my fluid shader gets applied to each particle not across the range :frowning:


#46

i think its supposed to… thats the result i got, but there are things to do that change that, so its different per particle or something, but I never figured out (or understood the instructions on this thread) on how to do that…


#47

hey,

it is 450 particles that build that shape (could be a bit less only without breaking up). the particles are emitted from the center from an object and travel outwards.
the rendertime of that image was: 14:38 on idle priority while i was surfing the net a bit :slight_smile:
(P4 3.2, maya 5.01)

if anyone needs it i can post the scene file, but i started from where described in here. (particles (clouds), fluid shader, assign, select “thickCloudPuff” as preset.)
then it is just a matter of playing around.

tip:
use a single particle to do the tweaking. as soon as particles overlap rendertimes exponentially go up :wink:

cheers

alexx


#48

the easiest way:
in hypershade create a particleSamplerInfo node.
connect the particleID from that to the textureTime of the fluidShader node
viola

cheers

alexx


#49

Hey,
I would be interessted in that scene file!
I tried to do it myself but I always fail :frowning:
send it to: pi.cos@gmx.de

Greetz,
anopheles


#50

there you go…
in that one the animation speed of the fluid is finally fixed (a bit a tideous work, since it renders so long… not really great for trial and error :slight_smile:

http://bigott.gmxhome.de/scenes/fluidShadedParticles_09.mb

cheers

alexx


#51

Well done Alex thanks for the .mb


#52

Very nice … thanks alot!


#53

Thanks for the info Alexx. I was using far less particles to experiment with. The machines at school aren’t that powerful, so render time was taking about 20 minutes a frame…ouch! I was using the same preset as you, I think I just didn’t add as many particles. I’ll check out your scene file, thanks!


#54

Great stuff Alex, one thing is interesting is the result when rendered with mental ray. If you look closely it doesn’t even follow the same shape and flow in some areas as May Software render and the result is far less than desired.


#55

It’s quite a shock to see such a difference in the renders BillSpradlin!! I’m glad you pointed it out because otherwise I would have continued on using MR for all my fluid stuff, but now I see that Maya Software can actually produce a far nicer (albeit slower) render.

Very interesting! I guess the MR conversion just isn’t quite there yet, though it’s still good for a lot of things of course.


#56

Maybe that was why I was having such a difficult time getting the effect that I was going for, I was rendering all my fluids with mental ray heh. It may be faster, but apparently it has issues with Fluids.


#57

yeah MR still isnt fully intigrated into maya yet so your gonna get problems like that from rendering fluids with MR sometimes.


#58

Hey guys. I am about to work on a few visual effects shots for an independant film. It requries a few shots of a nuclear explosion. Now, I have never used Maya before. I’m a 3ds Max artist. (yep, boo, I suck, boooo!) Anyway, I just downloaded the Maya Learning edition.

I was looking over this tutorial…

http://www.zjprogramming.com/html/maya_fluid.htm

Pretty cool. Anyway, at the bottom it says, “Rendering the Volumes…coming soon…” However, since the first part was written at the beginning of the year, I’m not sure when he will add the volume rendering section. Anyway, how would you guys give the nuclear explosion a smoke and firey surface?


#59

anyone of you has a nice character model or a head or something, that we could emit particles from and render like that:

but that one now is really slow: 1:20 and that is hours; not minutes :slight_smile:

cheers

alexx


#60

What did you change on that to make the rendering time go up so much?