session 11 – fluid effects

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Maya Dynamics Basics Lab 11: Fluid Effect Author: Khieu Van Bang Email: [email protected]

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Maya Dynamics BasicsLab 11: Fluid Effect

Author: Khieu Van BangEmail: [email protected]

CONTENTS

Overview Fluid Effect

What is Fluid Effect ?

What does fluid effects support ?

Working with Fluid Pond

Learning contents: Create Pond; Fluid Attributes; Pond Wake; Emission Turbulence;

Shader Attributes; Match Object; Interactive; Simulation Quality; Make Collision;

InitialState; Keyframe Emission; Keyframe Object; Raytraced Water, ...

Working with Fluid Ocean

Learning contents: Create Ocean; Customize Ocean; Control Render; Floating

Objects; Adjust Attribute; Motor Boats; Ocean Wake; Emitter from Object, ...

Working with Visor Library

Learn how to use templates.

Create a virtual lab.

1) OVERVIEW FLUID EFFECT

Fluid Effect

What is Fluid Effect ?

OVERVIEW FLUID EFFECT

Is a technology for realistically simulating and rendering fluid motion. Fluid Effects lets you create awide variety of 2D and 3D atmospheric, pyrotechnic, space, and liquid effects.o You can use the Fluid Effectssolvers to simulate these effects, or you can use fluid animated

textures for more unique, distinguishing effects.o Fluid Effects also includes an ocean shader for creating realistic open water. You can float

objects on the ocean surface and have those objects react to the motion of the water.o You can create the following types of effects with Fluid Effects:

Types Fluid Effect

Dynamic fluid effects

Oceans and Ponds

Non-dynamic fluid effects

OVERVIEW FLUID EFFECT

Behave according to the natural laws of fluid dynamics, a branch of physics that usesmathematical equations to calculate how things flow. Maya simulates fluid motion bysolving the Navier-Stokes fluid dynamics equations at each time step.

3D fluids inherently require extra data to define them, which can make them very large.This extra data can slow a dynamic simulation exponentially because more calculations(solving) must be performed at every step of the simulation. For a less memory intensiveeffect, you can use a 2D fluid (with less data), or you can create a non-dynamicfluid.

Create Ocean and Pond fluids to simulate large realistic water surfaces, such as stormyoceans with foam and swimming pools. Oceans are NURBS planes with ocean shadersassigned to them. Ponds are 2D fluids that use a spring mesh solver and a height field.

What does fluid effects support ? Naver Stokes based Fluids

o Smoke.

o Clouds.

o Explosions.

o Fire.

o “Goo” type-stuff.

Ad-Hoc / Mass-Spring fluids

o Oceans.

o Ponds.

OVERVIEW FLUID EFFECT

OVERVIEW FLUID EFFECTMaya Fire

OVERVIEW FLUID EFFECT

Maya Ocean

2D height field – no crashing waves.

Can attach ‘bouyant’ objects.

OVERVIEW FLUID EFFECTMaya Pond

2D height field.

o No splashing.

Mass-spring system.

Bouys, Boats, Wakes.

Can run in real-time.

2) WORKING WITH FLUID POND

Fluid Effect

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.1) Create Pond

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND

PRACTICAL SITUATIONS - FLUID POND2.2) Create Wake

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.3) EmissionTurbulence

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.4) Shader Attributes

PRACTICAL SITUATIONS - FLUID POND2.4) Shader Attributes

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.5) Match Object

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.6) Interactive

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

2.7) Simulation QualityPRACTICAL SITUATIONS - FLUID POND

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.8) Make Collision

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision

2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.9) InitialState

1

2

PRACTICAL SITUATIONS - FLUID POND2.9) InitialState

3

4

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

2.10) Keyframe Emission

PRACTICAL SITUATIONS - FLUID POND

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.11) Keyframe Object

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid2.14) Smoothing Pond

2.12) Raytraced WaterPRACTICAL SITUATIONS - FLUID POND

2.12) Raytraced WaterPRACTICAL SITUATIONS - FLUID POND

2.12) Raytraced WaterPRACTICAL SITUATIONS - FLUID POND

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water

2.13) Caching Fluid2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.13) Caching Fluid

2) PRACTICAL SITUATIONS – FLUID POND

Fluid Effect

2.1) Create Pond

2.2) Create Wake

2.3) EmissionTurbulence

2.4) Shader Attributes

2.5) Match Object

2.6) Interactive

2.7) Simulation Quality

2.8) Make Collision2.9) InitialState

2.11) Keyframe Object

2.10) Keyframe Emission

2.12) Raytraced Water2.13) Caching Fluid

2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND2.14) Smoothing Pond

How to create it ?PRACTICAL SITUATIONS - FLUID POND

How to create it ?PRACTICAL SITUATIONS - FLUID POND

3) WORKING WITH FLUID OCEAN

Fluid Effect

3) PRACTICAL SITUATIONS - OCEAN

Fluid Effect

3.1) Create Ocean

3.2) Preview Plane

3.3) Floating objects

3.4) Adjust Attribute

3.5) Motor Boats

3.6) Ocean Wake

3) PRACTICAL SITUATIONS - OCEAN

Fluid Effect

3.1) Create Ocean

3.2) Preview Plane

3.3) Floating objects

3.4) Adjust Attribute

3.5) Motor Boats

3.6) Ocean Wake

PRACTICAL SITUATIONS - FLUID OCEAN3.1) Create Ocean

3) PRACTICAL SITUATIONS- OCEAN

Fluid Effect

3.1) Create Ocean

3.2) Preview Plane

3.3) Floating objects

3.4) Adjust Attribute

3.5) Motor Boats

3.6) Ocean Wake

3.2) Preview PlanePRACTICAL SITUATIONS - FLUID OCEAN

3.2) Preview PlanePRACTICAL SITUATIONS - FLUID OCEAN

3.2) Preview PlanePRACTICAL SITUATIONS - FLUID OCEAN

3) PRACTICAL SITUATIONS- OCEAN

Fluid Effect

3.1) Create Ocean

3.2) Preview Plane

3.3) Floating objects

3.4) Adjust Attribute

3.5) Motor Boats

3.6) Ocean Wake

3.3) Floating objects

PRACTICAL SITUATIONS - FLUID OCEAN

3) PRACTICAL SITUATIONS - OCEAN

Fluid Effect

3.1) Create Ocean

3.2) Preview Plane

3.3) Floating objects

3.4) Adjust Attribute3.5) Motor Boats

3.6) Ocean Wake

3.4) Adjust AttributePRACTICAL SITUATIONS - FLUID OCEAN

3.4) Adjust AttributePRACTICAL SITUATIONS - FLUID OCEAN

3) PRACTICAL SITUATIONS - OCEAN

Fluid Effect

3.1) Create Ocean

3.2) Preview Plane

3.3) Floating objects

3.4) Adjust Attribute

3.5) Motor Boats

3.6) Ocean Wake

3.5) Motor Boats

PRACTICAL SITUATIONS - FLUID OCEAN

3) PRACTICAL SITUATIONS - OCEAN

Fluid Effect

3.1) Create Ocean

3.2) Preview Plane

3.3) Floating objects

3.4) Adjust Attribute

3.5) Motor Boats

3.6) Ocean Wake

3.6) Ocean Wake

PRACTICAL SITUATIONS - FLUID OCEAN

4) WORKING WITH VISOR LIBRARY

Fluid Effect

PRACTICAL SITUATIONS - FLUID OCEANWhat is Visor Library ?

To open the Visor: o In main menu bar: Editors > General Editors >

Visor.o In scene view: Panels > Panel > Visor.

Using Visor:

Step 1: Open Visor.

Step 2: Select type effect template.

Step 3: Drag and drop to screen view.

Step 4: Edit template.

WORKING WITH VISOR LIBRARY

WORKING WITH VISOR LIBRARYUsing Visor:

1

2.1

3

2.2

2.3

4

Example 1 : Create fire for a virtual lab.

WORKING WITH VISOR LIBRARY

How to create it ?WORKING WITH VISOR LIBRARY

You can create itWORKING WITH VISOR LIBRARY

Thanks!