http://lesterbanks.com/2011/01/maya-2011-the-basics-of-the-3d-fluid-container/
is a good start for Maya Fluids, http://lesterbanks.com/ in general.
The above takes you through the first steps and might also give
you a workflow hint or two about how to approach the endless
amounts of roll-outs found in Mayas tools (invented by Duncan Brinsmead).
Personally, I found the above tutorial doesn�t lead to understanding
much but a more or less fearless trial&error approach.
If you can choose, I�d suggest you might as well start with fumeFX.
It�s years that I�ve used it myself but I can see why people
fame it for it�s great and easy workflow, especially it�s shading.
Additional use of Thinking particles might be desired, I can�t
comment on the combo.
Cheers
tim
> Holger Sch�nberger
christian keller visual effects|direction +49 0179 69 36 248 chr...@gmx.de
http://www.thegnomonworkshop.com/store/product/898/Introduction-to-Maya-Fluid-Effects
The results look nice for Maya fluids. I wonder how he does it.
Might be worth to check out how much you could get out of:
http://www.thegnomonworkshop.com/subscription/
Another really great source of samples of FX, smoke, debris, .etc
comes from a blur studios guy, I can�t find the page unfortunately
but maybe Steve Caron could help out with some info on this?
Cheers
tim
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of christian keller
Sent: Monday, March 07, 2011 5:09 PM
To: soft...@listproc.autodesk.com
Subject: Re: Fluid shading research
my very basic 2 pence worth.....
I've dipped a toe into Fume, i think compared to maya it's much faster to simulate possibly because there isn't anywhere near as much to tweak as in maya, which is good for me as there's less sliders which means quicker results - generally, although i imagine i could get frustrated with a lack of controls in the long run. One bugbear that i've always stumbled across is voxels being clearly visible when trying to do refined flames. Ideally i want the edge of the flame to be crisp(ish) but this gets softened when trying to hide those edgy voxels.
this is an example of the sort of stuff i've been up to
http://dl.dropbox.com/u/11492490/ZIpTesting_J.mov
A.
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of christian keller
Sent: Monday, March 07, 2011 5:18 PM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Dan Yargici
Sent: Monday, March 07, 2011 5:26 PM
Holger Schönberger
I might also look into http://opensource.imageworks.com/?p=field3d
On Mon, Mar 7, 2011 at 7:43 AM, Schoenberger <X...@digidragon.de> wrote:HiI am doing some research for fluid shading.I know three widely used fluid systems regarding fluid shading (missing one?):- Maya- Houdini- FumeFxI have to learn all of them, but in the meantime I want to ask if some of you have used them (or know someone who has used them).I am looking for some features that you think are essential for fluid shading, features you need/would like to have.You can also send me some examples (off list if you prefer).What could help a lot is if you can send me a cache file of a fluid sim you have done (in one of the above apps or others), together with a rendered image and a description what shader features you have used. And then I would have to try to re-create the look.Just spread your ideas, everything is welcome, cause once the outlines for the shader are started, it is hard to change them.Let the brainstorming begin, thanks,Holger Schönberger
Binary Alchemy - digital materialization
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Monday, March 07, 2011 8:01 PM
-----Original Message-----
From: Eric Turman
Sent: Mar 7, 2011 2:42 PM
To: soft...@listproc.autodesk.com
thanks for sharing that link, Brandon Riza was indeed whom I meant!
http://www.brandonriza.com/3DVisualEffects/HTML/3DVisualEffects.htm
Cheers
tim
P.S: Have fun with your new job!
>>>> Holger Sch�nberger
great source/info, jason.
cheers
tim
>>> Holger Sch�nberger
>>> technical director
>>> The day has 24 hours, if that does not suffice, I will take the night
>>>
>>>
>>>
>>>
>>>
>>> ------------------------------
>>> *From:* softimag...@listproc.autodesk.com [mailto:
>>> softimag...@listproc.autodesk.com] *On Behalf Of *Steven Caron
>>> *Sent:* Monday, March 07, 2011 8:01 PM
>>>
>>> *To:* soft...@listproc.autodesk.com
>>> *Subject:* Re: Fluid shading research
>>>>> Holger Sch�nberger
>>>>> Binary Alchemy - digital materialization
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> [Gene Crucean] - [VFX& CG Supervisor/Generalist]
But it seems that they only map a value (temperature, density) via a
gradient to a color.
If you simulatre UVW texture coordinates, you can apply a texture.
Seems to be all...
So that would be what I will do. But split into small nodes that you have
full control.
[Get Value (temperature)] -> [XSI gradient] -> [color input of fluid
shader] -> [volume]
[Get Value (density)] -> [XSI gradient] -> [density input of fluid shader]
-> [volume]
Holger Sch�nberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
|> -----Original Message-----
|> From: softimag...@listproc.autodesk.com
|> [mailto:softimag...@listproc.autodesk.com] On Behalf
|> Of Tim Leydecker
|> Sent: Tuesday, March 08, 2011 11:08 AM
|> To: soft...@listproc.autodesk.com
|> Subject: Re: Fluid shading research
|>
/MB
> Hmm, after looking into Fume, Houdini, Phoenix and Maya, it alls seems
> those
> shaders are pretty simply.
> Thought that there could be a bit more "magic".
> Way more easily than a particle shader.
>
>
> But it seems that they only map a value (temperature, density) via a
> gradient to a color.
> If you simulatre UVW texture coordinates, you can apply a texture.
> Seems to be all...
>
> So that would be what I will do. But split into small nodes that you have
> full control.
> [Get Value (temperature)] -> [XSI gradient] -> [color input of fluid
> shader] -> [volume]
> [Get Value (density)] -> [XSI gradient] -> [density input of fluid
> shader]
> -> [volume]
>
>
>
> Holger Schönberger
> |> >>>> Let the brainstorming begin, thanks, Holger Schönberger Binary
> |> >>>> Alchemy - digital materialization
> |> >>>>
> |> >>>>
> |> >>>
> |> >
>
>
>
--
Best Regards
Morten Bartholdy
3D/VFX Supervisor
Holger Sch�nberger
|> > Holger Sch�nberger
|> > |> >>>> Let the brainstorming begin, thanks, Holger Sch�nberger
Hmm, after looking into Fume, Houdini, Phoenix and Maya, it alls seems those
shaders are pretty simply.
Thought that there could be a bit more "magic".
Way more easily than a particle shader.
But it seems that they only map a value (temperature, density) via a
gradient to a color.
If you simulatre UVW texture coordinates, you can apply a texture.
Seems to be all...
So that would be what I will do. But split into small nodes that you have
full control.
[Get Value (temperature)] -> [XSI gradient] -> [color input of fluid
shader] -> [volume]
[Get Value (density)] -> [XSI gradient] -> [density input of fluid shader]
-> [volume]
Holger Schönberger
|> >>>> Let the brainstorming begin, thanks, Holger Schönberger Binary
|> >>>> Alchemy - digital materialization
|> >>>>
|> >>>>
|> >>>
|> >
Rob \/-------------\/----------------\/