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a) First you need to figure out how big, and how detailed, the final
product is going to be. Import a reference of some type to base it
on. I'll be using a low-poly model of a fireplace (I have a high-poly
version ready for later).
b) Translate the box to the appropriate spot, do not scale it.
c) Open the fluidAttrEd and use the size attributes to fit it into
the model, making sure it goes a little beyond the edges of the space
it needs to fill.
d) Now, you need to adjust the resolution. You should always use the
same multiple for all three axis. Based on my model, my size is 5x3x3,
and I'll be using a factor of 10, so my resolution will be 50x30x30.
If you have an older computer, you'll want to work at a lower resolution
for now, and then bump it up before caching. I prefer working at full
res, but then I'm not making a fire for an actual movie or anything
so my full res is pretty low. Just don't create a cache at low res,
thinking you can increase it before rendering. Changing the size or
resolution completely invalidates the cache.
NOTE: beware resolution. It is the single largest
factor (near as I can tell) in determining how much work the computer
does to run the sim. The higher you go, the more detail you can achieve,
and the better it'll look; but this is how I got those 45 minute/frame
render times I mentioned earlier. If unsure, start low and raise it
later.
e) We need to raise the velocity Swirl, because with all the emitters
we're gonna add, it'll create a serious updraft and we don't want
this to get too boring. Under Contents Details>Velocity knock the
Swirl up to about 20.

e)you seem to be without an emitter, so drag it back into the box.
It should be pretty small, so adjust the size if needed.
STEP 2) More Emitters
NOTE: this is kind of a pain, but I don't know a better way to do
it, so here goes.
a) Create another torus, scale it down and translate it into the box.
It should be about the same size as the first.
b) now duplicate this one several times(I'll be using about 30 of
'em) and drag them around randomly, but within the box.
NOTE: beware the beating this is about to give your computer. each
of these innocent looking little doughnuts is going to be an emitter,
and this is the second largest factor in calculation/caching/render
times.
c) scale them up/down a little just to add variance,
don't make any very large or very small; only like a 5-10% difference
d) select all of the tori, then the fluid, and Fluid Effects>Add/Edit
Contents>Emit From Object.
e) right now, all of these emitters have the same attributes which
would make an unusually boring fire. We need to randomize a few of
these attributes, which is the pain in the ass I mentioned earlier,
'cuz there's no way to see all these attributes at once. You have
to open the fluidAttrEd and go through one emitter tab at a time.
for the first emitter we used heat 2, and fuel 4. Now we'll need to
use something more like heat 1.1-1.9, fuel 2.5-3.9. The reason we
are lowering the heat and fuel is because they are additive. So when
we combine the heat from 30 emitters, we don't want it quite so high
as when we only had 1. The actual numbers you use don't matter too
much(within the ranges), just make sure to balance any extreme highs
with an appropriately extreme low. Also, if you use lower fuel emission,
you can adjust the Fuel Scale under Contents Details>Fuel in the
fluidAttrEd to correct for it.
a) now being a good time to see what's going on, we'll talk about
caches a bit. A cache is a file containing the majority of the solutions
to all the millions of math problems a fluid simulation involves.
Saving all these solutions into a file, of course, saves a lot of
time during playback, all the computer has to do is read the file
and draw whatever belongs on the screen. However, saving all those
numbers can take quite a while, and the file can get freakin' huge(I've
heard there's a 2 gig limit, but I think within a single session you
can go as large as you like - the cache just won't work when you reopen
maya). When you initially create a cache it is saved in your C:\Documents
and Settings\USERNAME\Local Settings\Temp folder under a randomly
named folder. When you hit File>Save(as) it saves it to the data
folder in your project directory with the file name and fluidshape's
name as the root of the file name. If you will be working with a lot
of fluids projects at once, I'd recommend being very specific with
your fluidshape names.
b) caches allow you to treat the simulation like a normal animation(to
limited extent), much like baking a particle simulation. Once a cache
has been created you can scrub the timeline or skip straight to whatever
frame you want. There is a catch though. If you change anything outside
of the Shading section of the fluidAttrEd, it'll ruin the cache. Any
thing in the Dynamic Simulation, Contents Details(except temp and
fuel Scale), or the emitter tabs will invalidate the cache. One thing
- Maya doesn't check to see if you've done any of this. Maya only
realizes the cache is useless if you do something like change the
size or resolution of the fluid. In any situation where maya doesn't
notice the changes, it'll just play the cache and ignore any changes.
You'll have to delete it(Fluid Effects>Delete Cache) and create
a new one.
c)now, to actually create a cache. Select the fluid, Fluid Effects>Create
Cache Options
d)I tend to use the time slider rather than manually defining a start/end
- but that is arbitrary, so do as you please
e)always leave Sampling at over, and unless you are having problems,
leave Rate at 1
f)I turn off Color and Texture Coordinates, since we aren't using
either and it saves the tiniest little bit of time (I think)
g)click create, go get some coffee or something to eat. Come back
later and save the file.

a)try scrubing through the timeline, not so quick as
your used to, huh? but better than it was having to play all the way
through the file.
b)individual frame renders aren't gonna speed up any from this, but
batch renders are way faster now - so do a test render.
I hate waiting, and the only thing worse is waiting,
clicking one button, waiting, clicking one button, waiting, clicking
one button, etc, etc. I use the following commands (in a shelf button)
to do the past few steps all at one go.
doFluidsDiskCache 1 { "mcfp", 2, 1, 1,
200, 1, 1, 1, 1, 1, 0, 0 } ;
file -save;
BatchRender;
The only problem with this is that sometimes maya gives an error
message when loading the cache (to start the render) because it thinks
there are two with the same name. This message sits and waits for
you to close it (don't hit OK, it'll just come back - close it with
the X) which ruins the nice part of the script. I can't figure this
out at all, so if you do - let me know.
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