fluidorama

Within the last few days I’ve been playing around with Maya fluids, though I was discouraged by many, and I admit they’re freaky enough to challenge art-directed intentions and to blow your mind while getting familiar with the simulation’s parameters.

Definitely the hermite Grid Interpolator makes the effect look much better, and on a dual quad-core the time to run the simulation is more than acceptable (where basic or no collisions are involved). Biggest lesson learnt: hermite produces disturbing flickr, if High Detail Solve isn’t set to Velocity Only.

Here’s a very basic experiment I did with a bunch of expressions, to automate a few parameters, including buoyancy, swirl, and emitters’ color:

Below, you have the few expression I assigned to drive the simulation.

Fluid container:

fluidShape.densityBuoyancy = 0.3 + sin(time*0.3)/1.5;
fluidShape.velocitySwirl = 1 + (sin(time*0.3))+1.5;

1st emitter:

vector $test = hsv_to_rgb(<<((time+60)*0.01)%1,1,1>>);
fluidEmitter1.particleColorR = $test.x;
fluidEmitter1.particleColorG = $test.y;
fluidEmitter1.particleColorB = $test.z;

2nd emitter:

vector $test = hsv_to_rgb(<<(time*0.01)%1,1,1>>);
fluidEmitter2.particleColorR = $test.x;
fluidEmitter2.particleColorG = $test.y;
fluidEmitter2.particleColorB = $test.z;

3rd emitter:

vector $test = hsv_to_rgb(<<((time+30)*0.01)%1,1,1>>);
fluidEmitter3.particleColorR = $test.x;
fluidEmitter3.particleColorG = $test.y;
fluidEmitter3.particleColorB = $test.z;

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