O slideshow foi denunciado.
Utilizamos seu perfil e dados de atividades no LinkedIn para personalizar e exibir anúncios mais relevantes. Altere suas preferências de anúncios quando desejar.

Session 11 – fluid effects

1 Overview Fluid Effect
 What is Fluid Effect ?
 What does fluid effects support ?

2 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, ...

3 Working with Fluid Ocean
Learning contents: Create Ocean; Customize Ocean; Control Render; Floating
Objects; Adjust Attribute; Motor Boats; Ocean Wake; Emitter from Object, ...

4 Working with Visor Library
 Learn how to use templates.
 Create a virtual lab.

  • Entre para ver os comentários

Session 11 – fluid effects

  1. 1. Maya Dynamics Basics Lab 11: Fluid Effect Author: Khieu Van Bang Email: tribang.nd@gmail.com
  2. 2. 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.
  3. 3. 1) OVERVIEW FLUID EFFECT Fluid Effect
  4. 4. What is Fluid Effect ? OVERVIEW FLUID EFFECT  Is a technology for realistically simulating and rendering fluid motion. Fluid Effects lets you create a wide 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:
  5. 5. 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 uses mathematical equations to calculate how things flow. Maya simulates fluid motion by solving 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 intensive effect, 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 stormy oceans with foam and swimming pools. Oceans are NURBS planes with ocean shaders assigned to them. Ponds are 2D fluids that use a spring mesh solver and a height field.
  6. 6. 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
  7. 7. OVERVIEW FLUID EFFECT Maya Fire
  8. 8. OVERVIEW FLUID EFFECT Maya Ocean  2D height field – no crashing waves.  Can attach ‘bouyant’ objects.
  9. 9. OVERVIEW FLUID EFFECT Maya Pond  2D height field. o No splashing.  Mass-spring system.  Bouys, Boats, Wakes.  Can run in real-time.
  10. 10. 2) WORKING WITH FLUID POND Fluid Effect
  11. 11. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  12. 12. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  13. 13. PRACTICAL SITUATIONS - FLUID POND 2.1) Create Pond
  14. 14. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond PRACTICAL SITUATIONS - FLUID POND
  15. 15. PRACTICAL SITUATIONS - FLUID POND 2.2) Create Wake
  16. 16. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  17. 17. PRACTICAL SITUATIONS - FLUID POND 2.3) EmissionTurbulence
  18. 18. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  19. 19. PRACTICAL SITUATIONS - FLUID POND 2.4) Shader Attributes
  20. 20. PRACTICAL SITUATIONS - FLUID POND 2.4) Shader Attributes
  21. 21. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  22. 22. PRACTICAL SITUATIONS - FLUID POND 2.5) Match Object
  23. 23. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  24. 24. PRACTICAL SITUATIONS - FLUID POND 2.6) Interactive
  25. 25. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  26. 26. 2.7) Simulation Quality PRACTICAL SITUATIONS - FLUID POND
  27. 27. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  28. 28. PRACTICAL SITUATIONS - FLUID POND 2.8) Make Collision
  29. 29. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  30. 30. PRACTICAL SITUATIONS - FLUID POND 2.9) InitialState 1 2
  31. 31. PRACTICAL SITUATIONS - FLUID POND 2.9) InitialState 3 4
  32. 32. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  33. 33. 2.10) Keyframe Emission PRACTICAL SITUATIONS - FLUID POND
  34. 34. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  35. 35. PRACTICAL SITUATIONS - FLUID POND 2.11) Keyframe Object
  36. 36. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  37. 37. 2.12) Raytraced Water PRACTICAL SITUATIONS - FLUID POND
  38. 38. 2.12) Raytraced Water PRACTICAL SITUATIONS - FLUID POND
  39. 39. 2.12) Raytraced Water PRACTICAL SITUATIONS - FLUID POND
  40. 40. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  41. 41. PRACTICAL SITUATIONS - FLUID POND 2.13) Caching Fluid
  42. 42. 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 Water 2.13) Caching Fluid 2.14) Smoothing Pond
  43. 43. PRACTICAL SITUATIONS - FLUID POND 2.14) Smoothing Pond
  44. 44. PRACTICAL SITUATIONS - FLUID POND 2.14) Smoothing Pond
  45. 45. How to create it ? PRACTICAL SITUATIONS - FLUID POND
  46. 46. How to create it ? PRACTICAL SITUATIONS - FLUID POND
  47. 47. 3) WORKING WITH FLUID OCEAN Fluid Effect
  48. 48. 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
  49. 49. 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
  50. 50. PRACTICAL SITUATIONS - FLUID OCEAN 3.1) Create Ocean
  51. 51. 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
  52. 52. 3.2) Preview Plane PRACTICAL SITUATIONS - FLUID OCEAN
  53. 53. 3.2) Preview Plane PRACTICAL SITUATIONS - FLUID OCEAN
  54. 54. 3.2) Preview Plane PRACTICAL SITUATIONS - FLUID OCEAN
  55. 55. 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
  56. 56. 3.3) Floating objects PRACTICAL SITUATIONS - FLUID OCEAN
  57. 57. 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
  58. 58. 3.4) Adjust Attribute PRACTICAL SITUATIONS - FLUID OCEAN
  59. 59. 3.4) Adjust Attribute PRACTICAL SITUATIONS - FLUID OCEAN
  60. 60. 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
  61. 61. 3.5) Motor Boats PRACTICAL SITUATIONS - FLUID OCEAN
  62. 62. 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
  63. 63. 3.6) Ocean Wake PRACTICAL SITUATIONS - FLUID OCEAN
  64. 64. 4) WORKING WITH VISOR LIBRARY Fluid Effect
  65. 65. PRACTICAL SITUATIONS - FLUID OCEAN What is Visor Library ?  To open the Visor: o In main menu bar: Editors > General Editors > Visor. o In scene view: Panels > Panel > Visor.
  66. 66. 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
  67. 67. WORKING WITH VISOR LIBRARY Using Visor: 1 2.1 3 2.2 2.3 4
  68. 68. Example 1 : Create fire for a virtual lab. WORKING WITH VISOR LIBRARY
  69. 69. How to create it ? WORKING WITH VISOR LIBRARY
  70. 70. You can create it WORKING WITH VISOR LIBRARY
  71. 71. Thanks!

×