Glad to see folks starting to use fumeFXMaya!
I’ll field a couple of these questions and forward some of the bugs/issues on to Afterworks,
I did a lot of the original code on the fume ParticleEmitter and fumeFollowField.
I think the emitter seed thing would be fairly easy to do, for now you can either do the mel creation fix above, or there is also a “jitter” parameter that will shake up the position on emission so its not so “grid-like” but even for that we’d need to add a seed value to do krakatoa type emission.
also, keep in mind that there is a “downrez” setting and also an “emission rate” setting
by default the emission rate of 1 puts one particle at each voxel that passes the sample tests…
downrezzing that reduces the voxel count.
If you set the rate up to a higher value than 1 , it will put multiply up the number of points per voxel by the standard 1/fps*rate noised in a standard maya way around that original voxel position.
hopefully this might help seed some sims for you.
On the Mental ray side of things… I’m not sure about the whole units thing, where did you read that?
I know that most every FX artist/company uses maya in standard CM units and “fakes” larger scales mentally when looking at values… Its even been stated straight from autodesk that it is better to do this for most dynamics cases. Try that as a first step… Especially since once you run the sim at any size you can always scale up the fume grid before render and everything should still work just fine. Mray shader is basically the same shader as comes with the Max version so it should work ok.
hit me up here with any other issues… or feel free to start up a new topic for fume bugs/wishlist stuff…
-johnc