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Lecture Maya dynamics basics: Lab 11 - Khieu Van Bang

Author: Khieu Van Bang
Email: tribang.nd@gmail.com

Maya Dynamics Basics
Lab 11: Fluid Effect


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.


Fluid Effect
1) OVERVIEW FLUID EFFECT


OVERVIEW FLUID EFFECT
What is 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:


OVERVIEW FLUID EFFECT
Types Fluid Effect
 Dynamic fluid effects
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.

 Non-dynamic fluid effects
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.

 Oceans and Ponds
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.



OVERVIEW FLUID EFFECT
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
Maya Fire


OVERVIEW FLUID EFFECT
Maya Ocean
 2D height field – no crashing waves.
 Can attach ‘bouyant’ objects.


OVERVIEW FLUID EFFECT
Maya Pond
 2D height field.
o No splashing.
 Mass-spring system.
 Bouys, Boats, Wakes.

 Can run in real-time.


Fluid Effect
2) WORKING WITH FLUID POND


Fluid Effect
2) PRACTICAL SITUATIONS – FLUID POND
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
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond


Fluid Effect
2) PRACTICAL SITUATIONS – FLUID POND
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
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond


PRACTICAL SITUATIONS - FLUID POND
2.1) Create Pond


Fluid Effect
2) PRACTICAL SITUATIONS – FLUID POND
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
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


PRACTICAL SITUATIONS - FLUID POND
2.2) Create Wake


Fluid Effect
2) PRACTICAL SITUATIONS – FLUID POND
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
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond


PRACTICAL SITUATIONS - FLUID POND
2.3) EmissionTurbulence


Fluid Effect
2) PRACTICAL SITUATIONS – FLUID POND
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
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond


PRACTICAL SITUATIONS - FLUID POND
2.4) Shader Attributes


PRACTICAL SITUATIONS - FLUID POND
2.4) Shader Attributes


Fluid Effect
2) PRACTICAL SITUATIONS – FLUID POND
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
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond


PRACTICAL SITUATIONS - FLUID POND
2.5) Match Object


Fluid Effect
2) PRACTICAL SITUATIONS – FLUID POND
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
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond


PRACTICAL SITUATIONS - FLUID POND
2.6) Interactive


Fluid Effect
2) PRACTICAL SITUATIONS – FLUID POND
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
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond


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