Hi!
I am still studding work-flows for clouds and volumetric and wonder if somebody here has tried render a particle system using Maya fluids but taking the density of number of particles per voxel.
I rendered this image using Mental ray and RFRK Cloud, Mesh and Particles all together but it is extremely slow, 56 minutes in a 24 cores machine
I could render it by passes and layers but it would loose some details.
Render rf particles as Maya fluid
Re: Render rf particles as Maya fluid
Hola Jorge,
I did some RnD on that matter earlier this year. Here's the workflow:
- Import RF particles as particle sequence via RF plugin
- In Maya 2011 and Maya 2012, you can emit from particles- so use your RF particles as emitter.
In the fluid emitter's attributes, in "Basic Emitter Attributes", I ticked "Use per Point Radius" in order to control the emission and I added a simple Creation Expression to radiusPP so the particles were quite small, like
I also used "Emission Speed Attributes" and set the Speed Method to Add.
The fluid container itself was HighDetailSolve for all grids and Forward Advection, which I found was working well for this kind of setup. Density Scale was 0.5 and Disspiation ~0.1, Swirl ~20 plus some Turbulence as I didn't want to add in Temperature.
The Auto- Resize Feature also did a good job for me, and I was working with an overall container Resolution of 200 for the renderings.
I also found simulations with less particles will get you a better quality, becuase all the individual particles will act as emitters and the more particles there are the faster it gets some unwanted results.
I did some RnD on that matter earlier this year. Here's the workflow:
- Import RF particles as particle sequence via RF plugin
- In Maya 2011 and Maya 2012, you can emit from particles- so use your RF particles as emitter.
In the fluid emitter's attributes, in "Basic Emitter Attributes", I ticked "Use per Point Radius" in order to control the emission and I added a simple Creation Expression to radiusPP so the particles were quite small, like
Code: Select all
particleShape1.radiusPP = rand(0.02, 0.05);
The fluid container itself was HighDetailSolve for all grids and Forward Advection, which I found was working well for this kind of setup. Density Scale was 0.5 and Disspiation ~0.1, Swirl ~20 plus some Turbulence as I didn't want to add in Temperature.
The Auto- Resize Feature also did a good job for me, and I was working with an overall container Resolution of 200 for the renderings.
I also found simulations with less particles will get you a better quality, becuase all the individual particles will act as emitters and the more particles there are the faster it gets some unwanted results.
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- Posts: 71
- Joined: Wed Jun 09, 2010 6:23 pm
Re: Render rf particles as Maya fluid
Hola Florian!
I checked the particles radius and was ok, any thoughts?
I am trying this but get this warning when tick "Use per Point Radius":FlorianK wrote: - In Maya 2011 and Maya 2012, you can emit from particles- so use your RF particles as emitter.
In the fluid emitter's attributes, in "Basic Emitter Attributes", I ticked "Use per Point Radius" in order to control the emission and I added a simple Creation Expression to radiusPP so the particles were quite small, likeCode: Select all
particleShape1.radiusPP = rand(0.02, 0.05);
Code: Select all
setAttr "fluidEmitter1.useParticleRadius" 1;
// Warning: particleShape1 does not yet have per particle radius values //
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- Posts: 71
- Joined: Wed Jun 09, 2010 6:23 pm
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- Posts: 71
- Joined: Wed Jun 09, 2010 6:23 pm
Re: Render rf particles as Maya fluid
I rendered this sequence using RenderKit for all particles.
http://vimeo.com/27431795
Now I´m going to try the other option you give me.
http://vimeo.com/27431795
Now I´m going to try the other option you give me.