

If your only option is mental ray out of the box with maya you don't really have many options. Render time will likely go through the roof with high voxel counts, but the results will surpass those of Phoenix where the light cap is set way too low. Ideally you need one light per voxel with fluid color, temperature or incandescence going into light intensity and color. Commands are all there: "getFluidAttr" to read container dimensions and "fluidVoxelInfo" to parse individual voxel positions. Similarly, it's possible to fill maya fluid container with lights. They have 2 modes where the lights are either randomly distributed through voxel space or "chases" areas of high intensity. It's a cheat that works as long as the container's relatively low and far away from illuminated surfaces. They populate the container with point lights (up to a maximum of 64) with falloffs. I've observed how Phoenix FD does its fluid lighting. With Final Gathering you typically have to crank Primary Diffuse Scale way up in render globals, to get a decent effect, but it is still a flat post post effect that won't offer much accuracy or realism.Īnother option involves MEL scripting.
