Username
Password
Auto-login
Show my name in the online users list
Not a member?
Please register.
Forgot your password?
(2) May 2008
(1) January 2008
(1) November 2007
(2) September 2007
(7) August 2007
(2) July 2007
(1) June 2007
(3) May 2007
(4) April 2007
(8) March 2007
(9) February 2007
(2) January 2007
Simple moving fireball with Maya Fluids
Posted: Apr 16, 2007 - 04:39 PM
Category: example scenes
Here is a simple file with a moving emitter in a fluid. The detail depends on the fluid resolution in this case and no texturing was used. I created the file in a few minutes starting with a default 3d fluid and emitter. The emitter was parented to an animated sphere, and thus gets the motion of the sphere. The emitter settings are otherwise at the defaults.

The fluid node was setup as follows:
1. Make the transparency very low( but not zero or the render will look chunky).
2. Enable self shadows but turn off real lights to speed up rendering.
3. Make density buoyancy zero.
4. Make the temperature method = "Dynamic Grid"
5. Increase the temperature turbulence and buoyancy, as well as the temperature scale. Also add some temperature dissipation.. the exact amount is critical for a good look.
6. Set "High Detail Solve" to "All grids". This and perhaps a little velocity->swirl helps to get more detail in the smoke.
7. Set "Render Interpolator" to "Smooth"
8. Make the fluid a tight fit for the desired path of the smoke. To do this shape the fluid using the size X,Y,Z attribute, then adjust the resolution so it is in proportion to these size values. So if sizeX is 2 times sizeY then resolutionX should also be 2 times resolutionY.
9. Due to the tight fit I set all the fluid boundaries to "none". This way the smoke is not trapped in a tight box and air can flow in and out of the fluid grid.
10. Simulate at a moderate resolution to preview, then increase to the desired resolution before rendering( always making sure to keep the resolution proportional to the size values ).
11. I slightly adjusted the opacity input bias and also moved the first gradient indice very slightly to the right to threshold the bottom end of the density, although this is not that important. You can also adjust the incandescence ramp and bias value to improve the look. I made the color ramp grey instead of white to look more like smoke than steam. If you instead want it all the way to black then turn off self shadowing as it will have no effect( this will speed up rendering ). Another way to speed rendering might be to lower the fluid shading quality, although if too low you will see dithering artifacts(dots). The fluid is also blurry so one could perhaps even get away without any antialiasing in the render settings.

I didn't bother caching but simply rendered, allowing the render to also run the simulation. It took about 50 sec a frame on my machine( most of that time was rendering ). However if you are going to render on a farm then you should first cache the simulation... only the temperature and density grids need to be cache in this example.
In order to post any comments, you must be logged in!
  Posted by aaron1a12  on  03/30  at  11:00 AM

I need a detailed tutorial too!

  Posted by vinay1290  on  06/21  at  08:48 PM

Hi Duncan
i m using ur firball tutorial, but i dont understand i ha ve some problem . if possible then please send me detailed tutorial of fireboll.
Thanks and Regards

  Posted by Duncan Brinsmead  on  06/13  at  04:04 AM

The buoyancy attribute is always relative to the container Y. However you can instead make the buoyancy zero and apply a gravity field to the fluid. This will be create the same effect only you use the field magnitude instead of buoyancy and now have more control over the direction.
Duncan

  Posted by thomwickes  on  06/04  at  12:43 PM

Hi Duncan, fireball looks great.

Is the rising smoke bearing slightly to the left? I saw in the scene that the container is rotated slightly in -Z. Is there a simple way to keep the gravity/buoyancy in world space Y with a rotated fluid container? it helps reduce size/resolution.

  Posted by LeeMurray  on  04/30  at  02:23 AM

I am looking for a solution to a problem I have with Maya version 7, I modelled a character in polygon’s then converted it to Sub D’s; then I created a rig and bound the mesh to the rig using smooth bind.

The problem I have is using the “paint skin weights tool “ . I try to paint the weights and influence to the corresponding areas but the tool will not up date in real time, no matter what I do, the tool doesn’t respond properly and update in real time as it should.

I don’t have very large files and the models are not very Polygon intensive. I thought maybe the problem could be with the way I build my model so I built a few more in various ways, but the tool still doesn’t update in real time.

For example if I select bone 1 in the list and start to paint the weight influence nothing really happens, but if I select bone 2 then revert back to bone 1 then influence updates.

I have a dual quad core 64bit machine and run windows XP and have a Nvidia Quadro FX 4500 graphics card and use 8 Gigs or ram so I don’t think the is a hardware or memory issue. I would appreciate any help you could give with this problem.

Lee
e-mail:
MSN messenger:

 
Page 1 of 3 pages  1 2 3 >