Seems like most of the tutorials on here are for 3ds Max. Any more resources for Maya users other than what is already on the site?
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I wrote my initial question assuming that the workflow would be similar in both 3ds Max and Maya. However I have gone through a few 3ds Max tutorials (specifically the Dust Devil) where it is calling for a Space Warp Vortex Force. I don't know how to recreate this in Maya.
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That's pretty easy, just add your rocket to a Fire Source, then select the faces of the rocket that you want to emit from and assign them a new material. After that from the hypershade editor drag this material to the Fire source "Emit Material" slot - this way the rocket will emit only from the parts with this material.
For the smoke behavior you will need to play around with the Temperature in the Fire Source - if you wish your smoke not to rise you can set the Temperature to 300.
From the Simulator settings you can set the Smoke dissipation to a higher value if you want more dissipation or stick to a lower one if you wish for the smoke to stay longer. You can add a Phoenix FD Plain Force as well which can act as a wind that will push the smoke in a certain direction.Georgi Zhekov
Phoenix Product Manager
Chaos
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A few dynamics settings to mind as well - since you need e very strong discharge from the nozzle of the rocket, you might need to increase the steps per frame to prevent the fluid from breaking up into separate voxels due to the high velocity. This will slow the sim down, so use as few steps as needed. Also, if you want the smoke to roll well, you can increase the conservation quality, however this might damp the strength of the discharge, so leave it for last.
Cheers!Svetlin Nikolov, Ex Phoenix team lead
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