# Converting 2d Fluid To 3d

**URL:** https://forum.highend3d.com/t/converting-2d-fluid-to-3d/40989
**Category:** Maya
**Tags:** fluids
**Created:** [March 18, 2009, 6:58pm UTC](https://forum.highend3d.com/t/converting-2d-fluid-to-3d/40989 "2009-03-18T18:58:47Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![visualbleeding](https://forum.highend3d.com/user_avatar/forum.highend3d.com/visualbleeding/32/57586_2.png) [@visualbleeding](https://forum.highend3d.com/u/visualbleeding)
#### Post date: [March 18, 2009, 6:58pm UTC](https://forum.highend3d.com/t/converting-2d-fluid-to-3d/40989/1 "2009-03-18T18:58:47Z")

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I read a while back that ILM set up their fluid sims using 2d fluids and then scripted a conversion to 3d fluids, does anyone know more specifically how this can be achieved?

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<div class="post-metadata">

### Author: ![visualbleeding](https://forum.highend3d.com/user_avatar/forum.highend3d.com/visualbleeding/32/57586_2.png) [@visualbleeding](https://forum.highend3d.com/u/visualbleeding)
#### Post date: [March 19, 2009, 2:34am UTC](https://forum.highend3d.com/t/converting-2d-fluid-to-3d/40989/2 "2009-03-19T02:34:02Z")

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on certain occasions i found this expression works

setAttr fluidShape1.is2d 0

it basically converts the "height field" to a legitimate third dimension. Still, this is not particularly helpful for highly detailed deep simulations such as explosions. I think at ilm they did the following:

Imagine a cross section through the middle of a mushroom cloud, says Hammack. Take several of those, rotate them around, interpolate the velocities between, and you end up with an organic, rounded-shaped cylinder from a few unique 2D sims. its a great technique to create fine detail for a complicated, large-scale effect when you're working with something that's semi-symmetrical.

[http://www.cgw.com/ME2/dirmod.asp?sid=&amp...1F4C4C0B45EFD9D](http://www.cgw.com/ME2/dirmod.asp?sid=&amp...1F4C4C0B45EFD9D)
