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# 11 04-04-2011 , 11:23 AM
LauriePriest's Avatar
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Join Date: May 2003
Location: London
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One of the important concept of fluids (nonpatricle) based simulations is that there are no such things as particles ! Data is stored on a grid. In the case of density this is a number that represents the distance from the surface of the fluid (negative for inside positive for outside) using this information maya is drawing the volume representation. Based on the opacity ramp you provide, so if you say anything with a gradient (distance to the surface ..0 ..) is greater than +0.3 should be invisible and everything in your fluid is no more than 0.2 units away from the fluid itself you will get this foggy look to everything.

So the point is, tweaking opacity isnt increasing the size of the particles but telling where the visible boundary of your surface should be drawn, relative to the calculated fluid surface.


FX supervisor - double negative