A work lesson I keep having to relearn.
If you use fields to push and force a fluids movements you open the door for unexpected and unnatural results.
Use fields sparingly. Think hard as to how you can get a fluid to move with only internal fluid dynamics (not the internal "turbulence") and weak motion fields. Sometimes it's turning a fluid in it's side so buoyancy is left or right. Sometimes its having a strong + temp and weak - density buoyancy.
I spent time doing a crack dust sim and kept getting crappy looking sim's. I played with all the settings, even conservatively went back and eased into it. I had a line of emitters along a curve and a turbulence field in the front to disrupt the "air" before the crack emission. The results were somehow unnatural, even at its best. Not to say I won't try it again but its not how dust would react in real life and it looks almost unconsciously fake when you see it CG. What I mean is, when a crack happens in real life there's no turbulent air on the leading edge of the crack, so adding one in CG doesn't help.
Just an fx test I'm messing around with. This is only the start. next the dropping dust, and the reaction when it lands, which might be a colorful nuke type thing... we'll see.
I'm posting this for comments, since it's just ok right now. I've got a lot I can do with it yet so... posting it to show some people, thought I'd share it too.
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I'm pretty happy with how this turned out. Water material for a low poly style.