Fluid Directionality

Hello,
I'm trying to emit a fluid in a cone shape ,
the closest thing ived managed to get is
"duplicate special" curves that roughly get the cone shape
add/edit contends >with curves ,added velocity and used
that container as a force for the second container which will emit the fluid,
with a lot of resolution and damp i got somewhat close to a cone spread
If i animated the emiter from big to small the fluid will start with a big puff
i want to just spread from 1 voxel (or 2 or what ever) in a cone

is there a way to get a perfect cone shape?
thank you for your time

How about trying to use a cone shaped motion field? (it might actually have to be moving to work though - mine usually are)
Hello

I have thought of two possible ways:

SIMPLER - A

Make your emitter and put a motion field in front of it. The problem with what you are attempting to do is that there are motion vectors throughout the fluid container.

Turn off ALL sides or just keep on the one behind the cone's pointy end. That will keep the velocity vectors from coming back to bite you.

Turn up the dampening a little and maybe add viscosity a bit so that the fluid doesn't create eddies.

More COMPLEX
ANOTHER thought on this that just popped into my head!
Why not use a cone shaped emitter? Geometry? Use an animated RAMP! Link the surface shader with RAMP to the density and animate the ramp travelling down your cone... voila - coned shaped smoke. This might require a little scripting/connections to make work. - or use the particle emit from texture and emit fluids from particles - there are lots of those posts around.

Chris

PS
I posted simplifed code version in another post:
[codebox]
vector $p = position;
vector $v = fluidVoxelInfo -voxel $p.x $p.y $p.z fluid1;
setFluidAttr -at "density" -fv $curDensity[0] -xi $v.x -yi $v.y -zi $v.z fluid1;[/codebox]

the variables might have be made floats before being called in the fluidVoxelInfo and setFluidAttr commands.