session 11 – fluid effects
TRANSCRIPT
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.
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 Pond
2D height field.
o No splashing.
Mass-spring system.
Bouys, Boats, Wakes.
Can run in real-time.
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
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
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
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
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
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
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) 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 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
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) 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) 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 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
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
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
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
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) 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 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