Added: 3 years ago
From: Htogrom
Views: 88,730
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:
see all

All Comments (40)

Sign In or Sign Up now to post a comment!
  • very awesome this is pretty awesome looking at

  • works fine for me dude!

  • wow awsome!

    i wonder whether you used any python or mel etc

    did you use any language?

  • And I thougth you would be popping a bug...

  • looked like super nova or nebula

  • It is indeed a bug with fluids involving particles birthing and dying. As previously mentioned, opacity ramps based upon lifespan will solve the problem.

  • @TwelfthToaster It has ramp. It wouldn't solve it. It's old bug with fluids opacity. Someone addressed it on cgtalk and Duncan confirmed.

  • @Htogrom What did Dunan say about it?

  • @Htogrom the ramp needs to have same flow its basically running on off on off, but if you throw a black just at the top before the white, the transition should be smoother therefore no popping.

  • @JlNGLEZ Please read the rest of the comments. As I mentioned It is a bug, addressed on Cgtalk forums. No matter what you do to the ramp, when fluid is right before dying, it pops out.

    Maybe that was fixed in maya2011, didn't tried it yet.

  • thats good !

  • Very nice!

  • Sweet!

  • Nice FIRST test ... :D

  • where caN I GET SOME INFO ON FLUID SIMULATION FOR MAYA sorry caps

  • Gnomon workshop. Digital Tutors. Autodesk Fluid masterclass.

  • @montav82 why bother say "sorry caps" if use caps in the first place? is your keyboard brOKEN?

  • jus create opacityPP n then a ramp on it play with back n white it will wrk out

  • read the comments below. It is bug.

  • since you've alteady tried the opacity PP, you might also want to try randomizing the lifepsan a bit more... that should help...

  • i just moved last point of the opacity ramp to 90% and it helped. Still I get pooping but less.That is bug with fluids, found it on CGtalk

  • u need to connect a particle sampler info node to u r particles so that it will read opacity PP ramp properly when u use particle cloud.

    if u hav any doubts just check out maya help on paricle sample info...

  • Did that here. It is bug with fluids, getting near zero transparency.

  • You got strange poppint because you have to connect the particles lifespan to a ramp so they don't dissapear in one frame, instead they fade away with the ramp. Have you tried that?

  • Yup. That's the way i did it. It's bug

  • how do u create an explosion?

  • thats awesome!

  • really nice effect dude, if u want to try , then in creation expression of ur radiuspp try radiuspp=0;

    it may work out

  • WOW!!! Very good!!! Can you please make a tutorial on this.

    Thanks.

  • Looks like maybe you have reached your MAX Paritcles number, and to create new ones, it has to simply get rid of old ones?

  • i think the problem is simply mental ray. had the same problem some time ago. try 3delight

  • this is not a Bug. You need to have the particles fade out instead of just immediately dying. so, have the particles lose opacity the farther they are away. That way, they will slowly fade out (based on how you set it) instead of popping. Make sure to set the lifespan a little longer than it takes for them to fade away.

  • Ha ha. Of course I did that. But, on the end of lifespan particle get's some strange values for opacity no matter it is zero in ramp.

  • Niiiiiice!But how in hell did u do that?I dont know where my fluid effects are!!!

  • hi! Nice shading. As for the "popping bug" i think that creating an opacityPP array mapper and linking it to a particle-age based (BW of course) ramp should do it right. Give it a try ;)

  • Damn dude!! Thats nice!! Looks like someone powering up in dragonball lol. Really nice effect

  • exactly what I was thinking...

    so guys, I'm totally interested in starting this up in my free time and eventually moving to hobbyist and the in many years to come start some decent sized projects.

    Do we reccommend poser or maya? or would I need them both.. or it this just a totally ridiculous question.. total noob here needing advice

  • what is your particle lifespan on those particles? might be dying out really quickly which could explain the flickering

  • flame are great ! what parameter did you use to your fluid emitter for this please ?

  • used particles with fluid shader applied. I driven fluid attributes via particle sampler info.

  • ok thanks

    you will find for your strange popping

    and again: good job !

Loading...
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more