QUOTE(DuncanBrinsmead @ 09/26/05, 03:25 PM)
On the fluidEmitter make the minDistance a little greater than zero( for example 0.01 ). Set the max distance such that the fluid emission occurs over at least a few voxels of the fluid. Now lower the density emission and play with the dropoff to get a smooth emission. The larger the max distance the more voxels emitted into and the slower the simulation will run.
I don't know of a simple way to have the density emit transparent then go opaque, but the above will give you smooth looking emission off of a curve( or a surface). The key is that the max distance has no effect unless the min distance is non-zero( we should really have a separate toggle, rather than rely on this non-intuitive switch ).
Duncan
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Thanks again, I'll try that on my omni emitters. As for my curve emitters min and max distance don't work right? or am I wrong? I think I read that somewhere but not pretty sure. ??
Btw thanks for taking the time to help people in the forum Duncan, It's great to have an alias insider ( and scientist ) in here.
Joe